Ai War Fleet Command Mods
Posted By admin On 11.08.19The AI Battle devs have stated that they possess just a few hours per 7 days to function on community-requested functions. Because of that, a day or two ago I made a decision to develop a mod to put into action some required features from the Mantis bug tracker. I began by implementing the features that I personally required, but I think some of these will end up being helpful for everyone. I furthermore did a bit of bug-fixing.: framework (age.g.
Ai War Fleet Command Mods Mod
Turret) tempIates.: shift-select á subset of thé chosen products.: right-clicking enemy boats in the world overview/summary should attack them.: clicking an foe or ally in the world overview/overview deselects your boats.: planet-specific auto develop designers (etc) builds the incorrect amount.: show warnings / notifications in the galaxy watch.: Bottom-aligned context choices overlap the worldwide unit selection buttons.: Allow auto-buiId sIiders in CTRLS to work without having techHere are the details.: framework (at the.g. Turret) templatesThis feature lets you save themes for groupings of structures that you often build.
For example, if you possess a regular layout of turrets that you spot around wormholes ór in a program, you can save the group as a template and conveniently build even more copies of it. The templates are global, so you can share them between promotions. Right here's how it functions. First, choose the products you need to save as a template. The items have to be the kind that can become directly built, but they don't really possess to be 'structures'. (They could become directly constructable boats if you needed.) Then alt-right-click to open up the framework menus and select to save the template. I implemented a program with a set amount of template slots for simpleness.Later on, when you desire to create the template, deseIect everything and aIt-right-click again to open the context menu.
AI War: Fleet Command. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. Is it at all possible to build AI Ships via cheats or mods? I love this game to death (And 2 is a bit too buggy for my liking atm). But the lack of units from the human player has always depressed me. AI War: Fleet Command. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. They always wanted to give us mod support but the game and it's engine would have been way too complicated to mod without constantly creating bugs. It's something they've learned how to avoid with their newer games and that will definitely be.
Select the template you wish to load.Shift the ghost where you would like it. (If you're building very near to a wormhoIe, you may possess to become precise in your positioning.)Click to place the design template. This is excellent in multiplayer when you wear't wish to annoy everyone by pausing the video game to obtain some protection upward. It also works with a mobile creator when you want to quickly established up a beachhead in enemy territory.Take note that if building the design template would surpass the cover for a particular type of item, the mistake message displayed might not really display the correct object title.: shift-select á subset of thé chosen unitsThis feature lets you effortlessly select a subset of the chosen models. For instance, if you have got a large blob chosen, you can conveniently select just the boats you need.
Here's how it functions. First, have got some ships selected. Then, hold down shift and click on each of the ships you desire in the listing. They'll convert yellow to show that they're component of the pending selection. (Shift-alt-cIick, shift-ctrl-cIick, and shift-aIt-ctrl-click shouId function as anticipated: Shift-click again or shift-aIt-click to get rid of the vessel from the pending selection.
Shift-ctrl-click to add a whole class of ships to the choice. Shift-ctrl-click once again or shift-aIt-ctrl-click tó eliminate a whole class of ships from the selection.)Finally, release the shift key to create that the brand-new selection!: right-clicking enemy ships in the world overview/overview should strike them: clicking on an foe or ally in the world overview/overview deselects your shipsThese two features, together, make it a little bit much easier to control your boats in a battle. First, if you have ships chosen, you cán right-click án foe image to assault a dispatch of that type. Right-clicking once again attacks the following enemy of that type.
This functions with shift-attacking too. For example, if you would like to create a fast raid on the enemy's tachyon guardians, and you see in the globe overview/summary that they possess four of thém, you can simply shift-right-click the tachyon guardian symbol four instances to quickly add all of thém to the strike line. You should furthermore be capable to right-click an image for an allied vessel to shift your selected systems to the allied dispatch (although I haven't tested it). The 2nd feature makes the game not really deselect your units if you click on on icons for enemies or allies. Rather it just moves the surveillance camera.
So if you shift the surveillance camera to an foe, you can instantly strike without getting to reselect your boats. Alternately, you can jump to an friend to observe how they're doing without losing control of your own ships.: planet-specific auto create technical engineers (etc) builds the incorrect numberThis function enables the per-pIanet auto-build configurations to override the worldwide settings. Normally, the per-planet settings are included to the worldwide settings, therefore if your global settings state to auto-buiId two Mk l engineers and your per-planet settings state to create one Mk I engineer, the world will end up developing three of them. It'h impossible to possess per-planet settings build fewer devices than the worldwide configurations. The mod repairs that by producing per-planet configurations override the global settings, so in the previous example, just one professional would become built instead than three. The mod also allows you to stipulate that no designers should end up being constructed. That is, instead than getting zero mean 'make use of the global settings', it utilizes -1 for that, so you can state a per-planet worth of zero in purchase to disable autó-building on á specific planet.Notice that if you utilize the mod to an existing strategy, you may need to adapt your auto-build settings because they'll start building various quantities of products, and because many exoplanets will designate zero for thé auto-building.
lf you start a fresh campaign, no adjustment should become required.: show warnings / notifications in the universe viewI have a tendency to invest a lot of time in the universe view to obtain an overview of everything that's taking place, but the game hides signals, text messages, and your choice while in that look at. Because of thát, I've dropped many exoplanets owing to being unable to see the '200 foe ships on ImportantPlanet' étc. So I'vé made all that stuff noticeable on the universe look at, although I attempted to hide unimportant text messages. Getting the selection visible is definitely also nice so you can keep track of the progress of a battle (or some restoration work) while staying in the galaxy view, and immediately escape your boats if they obtain too broken.If you want to hide them briefly, probably because they're obscuring a world, you can push the Ctrl key.: Bottom-aligned circumstance choices overlap the global unit selection buttonsThis pest causes particular context choices to overlap additional control keys in the Ul. That wouldn'capital t end up being a issue except that the sport fails to consider Z-order when digesting button keys to press, so if a framework menu overlaps the control keys along the bottom part of the video game screen you gained't become capable to click on the final few products in the framework menus because they'Il activate the control keys rather. I didn't fix the click running in common but I set the issue that triggered the menu to overlap the control keys in the initial place. I'm a huge consumer of attack transports and becoming unable to select some of the products from the unique unload menu had been a frequent annoyance for me.: AIlow auto-build sIiders in CTRLS tó function without having techThis problem helps prevent you from relocating the auto-buiId sliders fór Mk II ánd Mk III designers if you don't possess the technology yet.
If you save the CTRLS to drive when you have got the technology and then fill it in a fresh campaign, you can end up with Mk2/3 sliders established to create various per globe and no method to disable thém (because you cán't adjust the sliders). After that, when you open the tech, they instantly get built everywhere even when you didn't wish that. So I made it feasible to shift the sliders before you possess the technology. Of program it doesn't actually auto-build thém until you get it.Some other NotesI dreamland't completed extensive testing, especially in multiplayer. I've just examined it in Windows, but there's a great chance it'll work on various other operating techniques. If you possess any troubles!
I perform wish the developers include these features in the video game because developing this mod was unpleasant and sustaining it will end up being a task.DownloadThe mod can be downloaded from (1.2MB, released September 19, 2014 and centered on video game edition 8.014).InstallationIf the current game version is definitely the exact same as the oné the mod was structured on, or if you put on't mind coming back to the mod edition, installation can be simple:. Navigate tó your AI Battle game directory. D:System Files (back button86)SteamSteamAppscommonAI Battle Fleet Control). Navigate to thé AIWarData/Managed subdiréctory. Make a backup of your AssembIy-CSharp.dll file and change it with thé one from thé mod.If thé current game version is different from the oné the mod had been structured on and you want to continue using it, installation is certainly a little bit even more complicated:.
Navigate tó your AI War game directory website. D:Program Files (a86)SteamSteamAppscommonAI Battle Fleet Control).
Navigate to thé AIWarData/Managed subdiréctory. Create a backup of your AssembIy-CSharp.dll document. Copy the apply.éxe and.diff documents from the mod into the listing. Open a command fast. Change to the AIWarData/Managed directory site. Run 'g:Plan Documents (x86)Microsoft SDKsWindowsv8.1AbinNETFX 4.5.1 Toolsildasm.exe' /utf8 Assembly-CSharp.dll /out=disasm.ilildasm.exe may be situated in a various directory website on your computer.
Appear around under thé 'Microsoft SDKs' foIder for it. lf it's not right now there, you'll want to set up it. Shape out whether this symbolizes a debug or release create. One method to tell is definitely that the disasm.il document for a debug build is usually over 40MC while a discharge build is usually usually much less than 40MM. Structured on that, go for debug.diff or release.diff to use in the next step. Operate utilize disasm.il build.diff Replace build with debug or launch as suitable.
If all goes well, then all hunks in the repair should utilize properly and there should end up being no rejects or mistakes. If some hunks fall short to utilize, after that the video game has changed too very much and the plot requires to end up being updated.
Work 'c:WindowsMicrosoft.NETFraméworkv4.0.30319ilasm.exe' /nologo /silent /dll /result=Assembly-CSharp.dll /collapse disasm.ilIf all will go well, there should become no errors. You can delete the disasm.il file. Run the game and try it out. lf it doésn't work, regain your backup of Assembly-CShárp.dll.UninstallationReplace AssembIy-CSharp.dIl with the backup you made.
Ai War Fleet Command Mods 3
It'h mostly just good and art modding for now; our mod forums are usually www.arcengames.cóm. Can you elaborate on what't annoying you?Regarding Adjustments Of Video game Features (Ships Stats, Program code Modifications, Etc):Not at this period. We want to carry on to grow the AI Battle featureset in-housé, both through free of charge patches and larger compensated expansions.
The existing game articles should last you quite a even though, though - simply to enjoy against every ship and AI Type of the foundation game, let only any expansions, would take over 120 hrs to perform (presuming you performed through full games this way). And with ovér 16 billion procedurally-generated road directions just in the base game, presently there's no real absence of those, either. We understand that modding and mapmaking are staples of several RTS video games, but generally those games are not really in energetic growth and with mods you wind flow up with á fragmented hardcore pIayerbase (incompatible mods, étc), and with nón-hardcore players not tending to get the benefit of any óf those mods bécause they put on't actually know to look for them.But Suggestions Are Welcome:All that mentioned, if you're a participant with suggestions for brand-new ship varieties, or fresh constructions, or some other fresh gameplay enhancements, we're always open up to that comments! Hollow ichigo picture. We're also style vets ourselves, and we generally produced AI War to become the RTS video game we often needed (we're suckers for co-op, good AI, and variety, what can we say). We still have tips for dozens of more ship types and a other stuff that didn't create it into the foundation sport or the éxpansions or DLC therefore significantly, but if you have got tips that yóu'd like tó include to that combine, we're also always content to make sure you the fans. Best of all, if we make use of your concept in a free of charge patch or upcoming extension, we'll put your community forum deal with (or real title, if you prefer) in the launch information.
If we make use of three of yóur non-bugfix suggestions, we'll put your deal with/name in thé in-game credit! We sense like this method, in general, works the greatest for everyone because it helps prevent the playerbase from fragmenting, maintains quality at a consistent degree, and provides even novice participants the advantages of all the modifications structured on just using the in-gamé updater. Aw, thát's a shame - I has been hoping to raise some of the unit caps, since it appeared like those were far more of a limiting aspect than resources and energy (power specifically, I've noticed loads of screenshots where dudes have energy out the wazóo) - that ánd it'd get some of the tedium out of moving the entrance forward, since every time you perform that you have to backtrack a little bit, apparent out units from deep and (usually) secure sectors, restore them or move them to the top, repeat therefore on and so on. Game's still real neat and most of as it is, it's simply that one point I noticed that I'm like to fiddIe with fór my personal private utilization. Oh well, thanks for answerin' anyway. The video game is well balanced around the device caps so systems below the optimum unlocked tier are helpful at every stage in the sport, and on the other hand it furthermore can make unlocking ships important and beneficial.You can rebuild space docks and like at your front to reduce down separation moments; if you're having issues safeguarding your safe planets, then minimizing the quantity of planets that are directly revealed to AI planets and establishing immobile protection on those boundary planets will assist maintain out many of the intrusion (assuming the protection can hold). After that you can simply make use of your fleet for the unpleasant and send out them back again only when the AI sends waves.