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First of all what .big file are you talking about? Mine, Complex??? This is pretty important information.
Secondly, what folders? You said Unfbig, so copy the .big into unfbig folder, open the program, extract it and then you'll have a folder with the same name as the .big file. Everything is inside.
Ok now moving to your accound, I don't understand what are you doing, so this is gonna be longer.
Ships have normal dying times, from a Shipyard with 8 seconds to the Carrier with 4. But you're talking about the small ships, like frigates, don't you.
Locale is a folder containing three other folders with different languages, each with several .lua files. You should be able to see the locale folder, you should be able to open it and actually read the text.
I don't know what happend (unreadable is what exactly?). Maybe as you said, your download might messed up.
At this moment the range is reduced, now it won't kill BC like that.
Well if you know there's something terribly wrong in REARM, just let me know (or open the locale folder, correct it yourself and send it). There's no grammar correction and the descriptions are written by me, so far from perfect. And I like perfect.
Or if you are talking specifically about mods, you have to unpack them. Most of the mods will have ship descriptions right in the .ship files.
No problem answering it here.
If you want to change the text yourself, you gonna need a .big file extractor (I use unfbig). You would need to extract the English.big file, so you'll get the folder called English. In your Data folder create a new folder called "locale" and place your English there. Then use " -overrideBigFile -locale english" command in the game shortcut (possibly just " -locale english", I'm not sure) and that's it, now you can modify the content of the English folder and see the changes in game.
Or just take mine locale folder, delete the mod related lines and use this.
Do you have "locale" line in your shortcut or is your locale folder in place?
In my case it would cause even more pain to other people.
Well there's good thing about it, if someone really wants to see it, it will make him to download it. :)
But yeah, if you'll do it next time more up close and on a lighter map, then it will be perfect and I'm looking forward to it.
It's a shame but it's good to know that.
Maybe there could be some actual invisible weapon with a large push? I guess not.
But to me the way it is now is enough, it does the job.
Cool, a video with a developer commentary. I actually started to make such video a week ago, but I didn't finish it and I can assure you that I never will, can't stand my voice.
You have a lot of really very nice features here, drones and power generators, all the things which can attach to each other.
You could show more of the drone connecting, at least in detail and with more ambient light.
Yeah but yesterday I looked at it and wanted to do some changes, but when I saw the mesh I...
Baroness do things in sketchup, I think this is also the case, the mesh is terrible and it would almost be more work to fix it than make something new. I don't know what I'm going to do about it, but I'm tired of adjusting other's things before using them.
I could live with the fact that there're still the old edges where the old badge used to be, but the rest is a total polygonal waste, especially for such simple geometry. Even it's not a big problem in a game, I just won't having meshes with half of dozen edges crossing a totally flat surface, in normal case just a single polygon.
I'm trying to find a right range for damage of fighters to prevent mass destructions and still keep an efficient range for capital ships.
Shockwave effect, power pushing them away from the exploding ship, would really be a nice thing, but this is "just" a script giving you a certain amount of damage in a certain distance from the ship. It can't push ships, but maybe there is some way to do it.
The rear (or front, I don't know) is too flat and wide, no offense but it looks like a shovel. The whole model seems to be made from a basic geometry, it's not modeled into a shape, it's like several slim planes made into a ship.
Guys I'm starting to really love this explosion damage thing. So far I wanted to stay out of range of the enemy fire, now I may want to go right in the middle. The range element just went on a whole new level, someone will want to stay close, other will try to shoot from a distance, people with a different opinion will try to outmaneuver each other.
And even if not, it's a great feeling to make a one last desperate suicidal attack with your crippled Battlecruiser.
I'm really glad to hear that.
No it's new to me. And you seem to be the first one with this problem.
But at least it's working now.
No it's not. One thing is that the speech file has to match with your localized language, so you'll either have EnglishSpeech.big or GermanSpeech.big, which are renamed copies of whatever your original speech file was (in case you don't have such file already).
But that's the speech, music should work. Didn't you accidentally delete it's sound .big file or isn't your music volume just turned down?
No I'm planning to adjust it, I just didn't start yet.
Also what I will definitelly have to do is to scale the badge down about two times.
But as we started to talk about it, I may do it now.
Well the original plan for Vaygr for example, was to have two BCs (Laser and Missile) and one Light (Kinetic) Cruiser. Then surely something more, but not necessary. What you say would automatically mean, that I would must have minimum of 3 Light and 3 Battlecruisers.
That's the main reason to keep it amongst Cruisers, second reason is to not weaken the small ships by higher amount of Supercapitals.
As I said for me it's still open.
Just a question, what does your version naming system means?
My 0.0.# is alpha, 0.#.# is beta and #.#.# a full version.
According to that you said you're comming to beta, I would guess it's the same, right?
You did a good thing by turning it back.