Search found 108 matches

by xBlizzDevious
Mon Feb 09, 2015 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Corrupted rail segment
Replies: 9
Views: 3211

Re: [0.11.15] [kovarex] Corrupted rail segment

I thought that this can no longer happen in the newest versions, but I was probably wrong. Is there anything special you were doing on the rail? You can remove it manually using the console, for example something like this (when you are player 2 and have it selected) /c game.players[2].selected.des...
by xBlizzDevious
Mon Feb 09, 2015 7:10 pm
Forum: Modding help
Topic: Modding radar areas - how to change active area
Replies: 4
Views: 1929

Re: Modding radar areas - how to change active area

Unfortunately, the area that the radar scans constantly and allows you to see all active entities within, does not increase and I cannot find anything within the base game files to do with how wide an area the radar can see... So how would I go about modding that area? Unfortunately that is current...
by xBlizzDevious
Mon Feb 09, 2015 6:11 pm
Forum: Modding help
Topic: Modding radar areas - how to change active area
Replies: 4
Views: 1929

Modding radar areas - how to change active area

Hello! I was in the process of choosing which mods to use and which mods not to use - and what works - on a multiplayer map. Then all of a sudden, my friend and I decided to mod some stuff of our own. So... I've created a simple mod that adds a tier 2 and tier 3 radar, each scans a larger area but d...
by xBlizzDevious
Mon Feb 09, 2015 2:38 pm
Forum: Modding help
Topic: Mod load order - Am I missing something?
Replies: 3
Views: 5436

Re: Mod load order - Am I missing something?

Key word for searching is dependencies. I think mod loading order forms up from 3 things: 1. Dependencies. Mod with dependency is load later than dependent mod. 2. Dependency count. Mods with 2 dependencies are loads after mods with only one dependency. (optional missing mods does not count) 3. Nam...
by xBlizzDevious
Mon Feb 09, 2015 1:20 am
Forum: Modding help
Topic: Mod load order - Am I missing something?
Replies: 3
Views: 5436

Mod load order - Am I missing something?

Hello! I seem to have a couple of issues with mod load order and I'm trying to figure out how to fix it. I've seen mod authors saying to change it, but I've never seen ANY documentation anywhere from scouring the wiki, Googling and searching on the forum. So, quick question: How do I change the orde...
by xBlizzDevious
Mon Feb 09, 2015 12:15 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121737

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

I'm curious of the multiplayer issues with this; is it that the ability to make this work in multiplayer is not in the game (or would break the game) or is it that it's very complicated to get it to work. Ie. are we waiting on the devs to fix it before you can make this multiplayer, or is it possibl...
by xBlizzDevious
Tue Feb 03, 2015 8:39 pm
Forum: Ideas and Suggestions
Topic: FPS Limit and GUI scaling
Replies: 2
Views: 2089

Re: FPS Limit and GUI scaling

Yeah, I remember that Supreme Commander had such a mode, that the map was on one screen and the battlefield on the other. Would be cool. Not actually what I meant or even what I was thinking - though I do kinda like the sound of it! As far as I'm aware, Supreme Commander is the only game that's eve...
by xBlizzDevious
Tue Feb 03, 2015 4:00 am
Forum: Ideas and Suggestions
Topic: FPS Limit and GUI scaling
Replies: 2
Views: 2089

FPS Limit and GUI scaling

Hello all! TL;DR: I'd like updates per second and frame rate to be unlinked. I'd like the GUI size to be variable. I'm a big fan of the game and think it's got great potential - let alone being amazing at just V0.11. Two things that are bugging me, however: 1) I have overclocked my monitors slightly...

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