Search found 158 matches

by Grimly
Mon May 12, 2008 4:39 am
Forum: Fixing it ourself
Topic: Random Galaxy Files: Planets
Replies: 2
Views: 13305

So much for getting an alert when someone replies!

<i>Also, is there a way to increase or decrease the amount of planets generated?</i>

I doubt it very much---and if there is, it isn't controlled by these files.

Let me know how I can get the edited files to you.
by Grimly
Fri Feb 29, 2008 2:36 am
Forum: Fixing it ourself
Topic: Making a new Mod
Replies: 6
Views: 23900

If i make 2 different versions of the mechs, but one whitout resources needed and other with resources and input unit needed, wich one the AI will build (the Houses, Church and League?) And if i make the no-resource unit take a longer time to build, would the AI still choose it instead of the one w...
by Grimly
Mon Dec 31, 2007 6:39 pm
Forum: Fixing it ourself
Topic: "Consuming" vs "Producing"
Replies: 0
Views: 10462

"Consuming" vs "Producing"

Does anybody know how the language of the Resource window regarding resources produced/consumed is controlled? For example: if you wanted to remove "Consuming" from Fusoriums/Monopols or added it to Cyclotrons/Singularities, how would you do it? There are codes in the Prod file (up to 3000...
by Grimly
Fri Dec 21, 2007 5:37 am
Forum: Fixing it ourself
Topic: Random Galaxy Files: Planets
Replies: 2
Views: 13305

Random Galaxy Files: Planets

Is anybody else working on the PLANETS.TXT file? I've only spent a few days on it, but I've had some pretty interesting results. Some changes: (1) expansion from 20 to the max of 99 lines of "code" (2) reintroduction of the Megacity (3) I tried to apply some basic hydrology to the way the ...
by Grimly
Mon Nov 05, 2007 11:00 pm
Forum: Fading Suns
Topic: Zyuil'Thala - Last Fansite
Replies: 26
Views: 85430

Byzantium Secondus Web site

Anybody have any idea what has happened to the above site? Seems to have been taken over by Raelians!
by Grimly
Sat Oct 27, 2007 3:33 am
Forum: EFS Clone
Topic: Clone started
Replies: 43
Views: 189019

Great ideas!

good stuff!
by Grimly
Fri Oct 26, 2007 4:53 am
Forum: Fixing it ourself
Topic: Making a new Mod
Replies: 6
Views: 23900

(1) Only the first one. (2) Depends on which AI. The Houses and Ministries will ignore input units, while the Church and League will never produce the output unit. (3) When the AI runs out of resources, it buys them. At that point, it becomes a cash matter. I don't know whether the cash amounts you ...
by Grimly
Mon Nov 06, 2006 4:43 am
Forum: General Stuff
Topic: Internet Explorer 7 is out!
Replies: 6
Views: 37926

I use Firefox and have used Opera, but Opera does very strange things to text. Like showing it backwards and upside-down!
by Grimly
Tue Oct 31, 2006 9:18 pm
Forum: Fixing it ourself
Topic: The unit iterator
Replies: 3
Views: 15551

Domingo, I didn't really answer your question. When the iterator is cleared (all set to 00, since setting all to 99 or something seems to increase the risk of crashes), the game runs fine. Normally, Engineers are NOT set in the iterator, so they behave as usual. When the Garrison units are off, they...
by Grimly
Fri Oct 27, 2006 6:30 am
Forum: Fixing it ourself
Topic: The unit iterator
Replies: 3
Views: 15551

Good question. The effects I've seen are basically <i>positive.</i> That is, when you subtract those units from the picture, you get no effects. When Engineers are off, Engineers are built at a decent rate (depending on many other factors of course) and building is fairly intelligent but not aggress...
by Grimly
Thu Oct 26, 2006 4:14 pm
Forum: Fixing it ourself
Topic: The unit iterator
Replies: 3
Views: 15551

The unit iterator

The unit iterator consists of 7 entries under that header in the EXE file. Normally, this section is set to force building of Garrison units (2xPTS, flak, AT, arty, militia, infantry). It can be edited to force building of any 7 units, although some are ignored and some cause issues (Symbiot units a...
by Grimly
Fri Sep 16, 2005 2:38 am
Forum: Hyperion
Topic: A couple more Hyperion questions
Replies: 7
Views: 31996

Re: A couple more Hyperion questions

I wasn't actually commenting on Hyperion (never played it) but on basic EFS mechanics. Even in original EFS, the AI NEVER produces powered armor units, as far as I can tell. NEVER! Even if you delete the required technology! Even if you delete all the resource requirements! I am working on my own ve...
by Grimly
Sat Aug 20, 2005 5:50 am
Forum: Fixing it ourself
Topic: EFS Questions
Replies: 50
Views: 124222

Re: EFS Questions

I just figured out: The League NEVER votes. It ALWAYS abstains. The Church, however, ALWAYS votes. So the rule that no one vote on the first round of elections is dumb. The Church will always vote for its favorites, starting with LiHalan, unless it is at war with them. So you may as well vote, becau...
by Grimly
Tue Aug 16, 2005 2:56 pm
Forum: Fixing it ourself
Topic: EFS Questions
Replies: 50
Views: 124222

Re: EFS Questions

Sad to say, I've tentatively concluded that this section does nothing. It probably was intended to govern some aspect of unit building at one time, but is no longer used. I don't see any effects on Vau or Symbiot behavior. The section Matt found seems to run Symbiot building, and the I still have ne...
by Grimly
Tue Aug 09, 2005 3:12 am
Forum: Fixing it ourself
Topic: EFS Questions
Replies: 50
Views: 124222

Re: EFS Questions

I have found a zone of EFS.exe that MAY control some aspect of Vau and Symbiot unit building. The following sequence starts at BDF50: FF FF FF FF FF FF FF FF 2D 00 00 00 FF FF FF FF 34 00 00 00 54 00 00 00 55 00 00 00 56 00 00 00 57 00 00 00 38 00 00 00 53 00 00 00 25 00 00 00 1F 00 00 00 FF FF FF F...

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