Search found 112 matches

by PaulStretch
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...
by PaulStretch
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...
by PaulStretch
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.
by PaulStretch
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.
by PaulStretch
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...
by PaulStretch
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...
by PaulStretch
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
by PaulStretch
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...
by PaulStretch
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.
by PaulStretch
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.

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