Wednesday, September 8th 2010, 1:11pm UTC+2

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41

Friday, January 8th 2010, 8:56pm

Hmm... If you want to reduce the chances of conflict with existing mods, perhaps use a hex numbering system and start at 1000 ( 3E8 )?
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Arparso

Administrator

42

Saturday, January 9th 2010, 12:11am

The only somewhat failproof way to avoid conflicts would be switching from numbers to actual text identifiers while also looking at any existing mission files to avoid any conflicts at all. I would have actually used that approach 5 years ago, if I had known about the possibility of text identifiers and if I hadn't stopped the Skirmisher development back then.
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43

Saturday, January 9th 2010, 5:02am

I would like to request that Skirmisher be made idiot proof for the people that don't really no jack shit about modding. I'd like to be able to create my own massive scenarios quickly because I love Nexus and there wasn't enough massive 'worlds collide' type battles in the campaign. I want to break my graphics card, but I am no modder so the ability to creat battles easily would be great.
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Mularac

Intermediate

44

Saturday, January 9th 2010, 5:33am

that wouldn't be too easy, I'm afraid that nexus' limit is of arround 25 ships per mission.
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45

Saturday, January 30th 2010, 8:09pm

Thanks for a great mod already and hopefully your update utilizing a few suggestions you mentioned in your summary. Just started playing this game (it's been sitting in my "to play" pile for a few years) and wanted to let you know interest in an update is still growing. Exactly the mod I realized I needed upon completion of the campaign and found with your in-depth, if convoluted, skirmisher. Thanks again.
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46

Tuesday, April 6th 2010, 5:18pm

I registered just today to tell you that I'm very excited that you decided to come back and restart the skirmisher.
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