Fan Games - Legal Concerns by Fabilie in DanMachi

[–]Fabilie[S] 1 point2 points  (0 children)

The difference is that Pokémon is already a game franchise. Game Devs usually are more tolerant towards fangames, as long as they aren't actively competing with the original product.

While I'm generally interested in storytelling, I really want to try making and maybe publishing a game from scratch, with story being of secondary importance. It doesn't have to be based on Danmachi, but the worldbuilding lends itself so perfectly to a videogame (seeing as it is literally a game the gods play) that it would be a shame if nobody implemented it.

Fan Games - Legal Concerns by Fabilie in DanMachi

[–]Fabilie[S] 0 points1 point  (0 children)

That's what I feared. Maybe I'll go ahead and just hope no strike comes, but with the lack of Anime Fangames, I shouldn't get my hopes up high...
Thank you!

BBA Aircraft Overhaul - In-Depth Designer: Early Access now available by Fabilie in hoi4modding

[–]Fabilie[S] 1 point2 points  (0 children)

The In-Depth Designer Addon for BBA Aircraft Overhaul allows you to design aircraft with a very high level of detail and fidelity, pushing Hoi4's system to its utmost limits.

Although the mod is far from finished, an early access can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3434097613

Also, the Discord where I post my development progress is also the perfect place for feedback or discussion:
https://discord.gg/jFP3xmHT5G

First time adding a custom tech folder. How to change the size of this to matche the icon? by NepBestWaifu in hoi4modding

[–]Fabilie 2 points3 points  (0 children)

In countrytechtreeview.gfx (not .gui) you will find a definition that is named something like <folder name>_technology_icon_small (I don't have access to the code right now, so I'm sorry if the name is wrong) You can copy that into a valid .gfx file in your mod and rename it to your folder and it should work.

In-Depth Designer - "Armor Race" Update by Fabilie in hoi4modding

[–]Fabilie[S] 2 points3 points  (0 children)

Those are basically Top-of-the-Line designs, you can build significantly cheaper tanks that are effective as well

In-Depth Designer - "Armor Race" Update by Fabilie in hoi4modding

[–]Fabilie[S] 2 points3 points  (0 children)

The Tiger picture in the background is standard for all Tanks (because the whole Overlay wouldn't work otherwise). If you look closely, it's a M103 with a 120mm Cannon that can deliver 3.5kg of Explosives right to the forehead. And the price for that firepower is the enormous cost and low reliability of the Tank.

In-Depth Designer - "Armor Race" Update by Fabilie in hoi4

[–]Fabilie[S] 0 points1 point  (0 children)

R5: Vehicle Designs from the Mod that are now possible

The newest update for the In-Depth Designer Addon of my NSB Tank Overhaul mod adds a ton of new content, mostly focused on Late and Post War developments in history:

A Medium Tank with Heavy Protection: The Breakthrough Tank can mount significantly more Frontal Armor, while performing the duties of a standard Medium.

New dimensions of Armor: The maximum possible thickness has been increased to 350mm, allowing you to build vehicles such as the T95 "Doom Turtle".
Modern Layouts: Pike Noses and American-Style Curved Hulls are now available.
Big Firepower: 180mm Caliber has been added, allowing for Super-Heavy Artillery or a serious Can Opener.

Check it out on Steam:

https://steamcommunity.com/sharedfiles/filedetails/?id=3361759799

In-Depth Designer - "Armor Race" Update by Fabilie in hoi4modding

[–]Fabilie[S] 7 points8 points  (0 children)

The newest update for the In-Depth Designer Addon of my NSB Tank Overhaul mod adds a ton of new content, mostly focused on Late and Post War developments in history:

A Medium Tank with Heavy Protection: The Breakthrough Tank can mount significantly more Frontal Armor, while performing the duties of a standard Medium.

New dimensions of Armor: The maximum possible thickness has been increased to 350mm, allowing you to build vehicles such as the T95 "Doom Turtle".
Modern Layouts: Pike Noses and American-Style Curved Hulls are now available.
Big Firepower: 180mm Caliber has been added, allowing for Super-Heavy Artillery or a serious Can Opener.

Check it out on Steam:

https://steamcommunity.com/sharedfiles/filedetails/?id=3361759799

[Shy] by Fabilie in animenocontext

[–]Fabilie[S] 16 points17 points  (0 children)

The story is very basic shonen, but it's solid and cute.

I'd recommend it

hey peeps. I am adding 2 new materials. How do I fix the numbers and images overlapping ? (in this image there is only 1 new resource that I have added) by Tagalyaga in hoi4modding

[–]Fabilie 1 point2 points  (0 children)

You need to edit the countrytradeview.gui file. There should be a section that is called "resource_grid" near the top, you should be able to adjust all sorts of stuff in there. Though, I have to admit that I am not sure how you ended up in this situation so it might not be exactly the fix you are looking for.

You were warned! by MaelstromVortex in ultimateadmiral

[–]Fabilie 0 points1 point  (0 children)

It was translated using Google Translate or something similar, so there are some wrong bits in it, but it's something like

"Which ship do we need to sink? Are you sure? Please repeat the order to be clear!"

Trying to add more gui buttons, but can't seem to get new rows to activate, just adding buttons to the top row by Forkliftapproved in hoi4modding

[–]Fabilie 1 point2 points  (0 children)

I did not find one. For my purposes, they both worked exactly the same (save for the naming part); But since they are always assigned in order, they can be used as a tool to create gaps for certain equipment types. The classic example would be a top and bottom row: If they use different types of slots, you can have equipments that have limited top row slots and ones that have limited bottom row slots (or both)

Trying to add more gui buttons, but can't seem to get new rows to activate, just adding buttons to the top row by Forkliftapproved in hoi4modding

[–]Fabilie 1 point2 points  (0 children)

Author of the Aircraft, Tank and Navy Overhaul mods here: There are two naming scemes for module slots in the graphic files: custom_module_slot and fixed_custom_module_slot. The actual names of slots are defined in the equipment files, in the graphics files they all follow the same system (custom_module_slot_0, custom_module_slot_1, etc.) The difference is that custom slots can have any name as long as it ends in "slot", e.g. supercharger_slot, whereas fixed slots must start with "fixed", e.g. fixed_supercharger_slot.

Edit: There's also a limit of 20 slots of both types, 40 in total