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by PaulStretch
27 Feb 2022, 23:32
Forum: Questions
Topic: Custom Area Effects Not Working with Developer Version
Replies: 6
Views: 1420

Re: Custom Area Effects Not Working with Developer Version

It didn't work. I'm just curious why the sub effects are causing problems. I just used the MaxHitPoints sub effect. The game crashed if the effect was in unittypes, but It worked when I moved it to crowns, which already had MaxHitPoints subeffect present in an unrelated area effect. As far as I know...
by PaulStretch
27 Feb 2022, 20:14
Forum: Questions
Topic: Custom Area Effects Not Working with Developer Version
Replies: 6
Views: 1420

Custom Area Effects Not Working with Developer Version

Before I added my mod files to the developer version of EE2 1.5, I had created a couple of area effects that all worked as intended. However after using the developer version, I had to move my effects to specific areaeffects files where certain sub effects are already present in the vanilla game. Sp...
by PaulStretch
27 Feb 2022, 04:18
Forum: Questions
Topic: Make AI Garrison idle Military units.
Replies: 5
Views: 1323

Re: Make AI Garrison idle Military units.

Getting the feeling you already tried fixing this?
by PaulStretch
27 Feb 2022, 03:42
Forum: Questions
Topic: Make AI Garrison idle Military units.
Replies: 5
Views: 1323

Re: Make AI Garrison idle Military units.

Any ideas how units affect performance the most? I did a test skirmish with where 2 players each had at least 2000 citizens. Even though most of them were Idle, the game lagged heavily. You might think it's the amount of models, but the thing is when you pause the game, there is no lag even with tha...
by PaulStretch
27 Feb 2022, 02:17
Forum: Questions
Topic: Make AI Garrison idle Military units.
Replies: 5
Views: 1323

Make AI Garrison idle Military units.

I'm curious if there is a way to encourage the AI to garrison idle military units in fortresses. My assumptions is that garrisoning idle units improves game performance.
by PaulStretch
20 Feb 2022, 08:22
Forum: Spotlight
Topic: Mechs and Starships
Replies: 8
Views: 3709

Re: Mechs and Starships

CC21 Battleship

Almost done. Just have to touch up some of the textures, and finish the turrets

Added after 7 minutes 51 seconds:
View from above. For scale, that's an airport in the bottom right.

Added after 18 minutes 33 seconds:
Ground View. Definitely need to work on the under textures
by PaulStretch
11 Feb 2022, 09:15
Forum: Questions
Topic: Garrison Pop Counting
Replies: 4
Views: 1308

Re: Garrison Pop Counting

I did check the header files. No luck, but I figured I'll just make separate transports for infantry and vehicles. I think that makes sense about abusing the transport system. Where I want to use the nested garrison is with container modules that transports use to carry units. Instead of the transpo...
by PaulStretch
11 Feb 2022, 09:04
Forum: Spotlight
Topic: Mechs and Starships
Replies: 8
Views: 3709

Re: Mechs and Starships

Updated the dropship textures. Now I feel like I have to redo the mechs
by PaulStretch
10 Feb 2022, 19:35
Forum: Questions
Topic: Garrison Pop Counting
Replies: 4
Views: 1308

Re: Garrison Pop Counting

So if the pop count of the apc is 2, but it has 10 infantry garrisoned inside it, then when the apc is garrisoned inside a naval transport, it takes up 12 slots instead of 2. It seems like it is tied to the vehicle and not the building. I made the helicopter unit type the parent for the apc, and whe...
by PaulStretch
10 Feb 2022, 08:00
Forum: Questions
Topic: Garrison Pop Counting
Replies: 4
Views: 1308

Garrison Pop Counting

I've working on a transport that carries apcs that can carry infantry. I noticed though that when I garrison the apc. the game counts the infantry pop that is garrisoned in the APC towards the pop of the apc. Another problem, is unless the transport is set to both pick up infantry and vehicles, It c...

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