Search found 112 matches
- 06 Oct 2022, 23:21
- Forum: Questions
- Topic: Trees and Frame Rates
- Replies: 1
- Views: 267
Trees and Frame Rates
In 1.5, the camera allows you to zoom in to a very shallow angle, which is great, but if you look in a direction with a lot of trees, there is a noticeable fps drop, even with animations disabled. Just curious if there is a way to reduce this fps drop caused by trees. I've considered replacing the t...
- 06 Apr 2022, 22:08
- Forum: Spotlight
- Topic: Mechs and Starships
- Replies: 8
- Views: 3665
Re: Mechs and Starships
Thanks! Sorry for the late reply. Been busy with work. You can't add new resources unfortunately, you can only modify the appearance of existing resources. You'd modify the following files: db/Text/dbtext_ingame_misc.utf8 (Change in game display name of resources) db/Text/dbtext_widgettips.utf8 (Cha...
- 28 Mar 2022, 21:31
- Forum: Spotlight
- Topic: Mechs and Starships
- Replies: 8
- Views: 3665
Re: Mechs and Starships
Thanks, and this mod is an attempt to combine city management with Civ V.
- 28 Mar 2022, 21:29
- Forum: Spotlight
- Topic: Terra: Mini Earth
- Replies: 9
- Views: 3182
Re: Terra: Mini Earth
Thanks, I made it by hand.
- 27 Mar 2022, 19:21
- Forum: Questions
- Topic: Power Plants?
- Replies: 2
- Views: 1187
Re: Power Plants?
I've been testing a power plant system that uses a type of wall unit as the base for the power lines (you can drag and drop power lines). The method I came up with uses the infect effect to carry the production bonus from power plants along power lines, to substations, to any building with the terri...
- 02 Mar 2022, 01:57
- Forum: Spotlight
- Topic: Mechs and Starships
- Replies: 8
- Views: 3665
Re: Mechs and Starships
This is the Last time I'm going to change the resource names and epochs. The resources are split into three types. Basic resources (BR), Advanced resources (AR), and Consumable Resources (CR) BRs like lumber and Stones Materials can be harvested directly from natural resource nodes, and can be spent...
- 01 Mar 2022, 19:14
- Forum: EE2 Files, Modding, Maps, Scenarios, Scripting, Testing, etc.
- Topic: EE2, EE2X - Empire Earth II - Unofficial Patch 1.6 (2014+)
- Replies: 471
- Views: 1411581
Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)
All your work is greatly appreciated. This games wouldn't be what it is without you
- 01 Mar 2022, 19:11
- Forum: Questions
- Topic: Custom Area Effects Not Working with Developer Version
- Replies: 6
- Views: 1416
Re: Custom Area Effects Not Working with Developer Version
Seems like that's the case. If I add any area effect to areaeffect_Crowns, the first file alphabetically, there is no problem. As far as I can tell the ddf that the effect is in, doesn't change when the effect is applied. Maybe dbareaeffects_scenario isn't loaded in skirmish battles? Or maybe the ga...
- 28 Feb 2022, 20:42
- Forum: EE2 Files, Modding, Maps, Scenarios, Scripting, Testing, etc.
- Topic: EE2, EE2X - Empire Earth II - Unofficial Patch 1.6 (2014+)
- Replies: 471
- Views: 1411581
Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)
On this same note, how do you change the TerrPopCap values? They aren't initialized in the header file.
- 28 Feb 2022, 00:03
- Forum: Questions
- Topic: Custom Area Effects Not Working with Developer Version
- Replies: 6
- Views: 1416
Re: Custom Area Effects Not Working with Developer Version
I'll mess around with that to see if that's what's going on. In the meantime I'll have to put everything in certain files.