Mystic Angel

Mystic Angel

Joined Member # 2417455
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When it produces a starbase, does the original frigate disappear like a Starbase Constructor cruiser? If so, I'm curious as to whether you've tested this out with multiple ships in the same gravity well. I only ask because a range of 8000 seems a bit excessive considering the range for the ability itself is only 1000.

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I've been running into the same dump issues with Distant Stars. The little bit I've been able to glean from the forums on this issue deals with the massive memory leak that Sins has and can supposedly be avoided by turning down the graphics settings for Planets, Ships, and Buildings. Try turning them down a setting or two to see if it helps; if not, we'll need to look some place else for the issue.

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[quote who="SuperZERO0" reply="9" id="2546889"]You may have done this but just in case you haven't. Have you writen in the "creationSourceAbility" line of the star base's entity file the name of the ability you are creating?[/quote] That's actually a good tip. Make sure that's set correctly before you try messing around with what I posted earlier. With that said, however, the success of such a change would depend entirely on the function of the starbase you're trying to

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Here's a thought that works out in my head without any testing: Ability (ApplyBufftoSelf) \/ Buff 1 (2 buffInstantActiontypes) \/ buffInstantActionType "ApplyBufftoSelf" > Buff 2a (buffInstantActionType "CreateStarbase") & bufInstantActionType"ApplyBufftoTarget" > Buff 2b (buffInstantActionType "ChangePlayerIndextoFirstSpawner") Now, the CreateStarbase uses AlwaysPerform in the stock files, so I'd stick w

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At the risk of sounding rude, I'm going to ask that people please not make these types of suggestions or requests, some of which are impossible or nearly impossible to accomplish. We all understand that many of you have particular things you want to see in the mod, but believe me when I say everyone on the mod team has their own personal list of things they'd like to see added to the <span style="color

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I've explored using the CreateStarbase line a couple of times without success (to my own bemusement), but looking through the files to find an answer to your question, it may have to do with the fact that the stock ability is just that: a single ability with no buff. I'm guessing the problem has to do with your buffInstantActionType line in the Ability file, which is probably ApplyBuffToTarget. This is filtering down to the Starbase creation buff, and that's what I'm betting is th

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Not sure what the original intent was with the hard points. I haven't been involved since the beginning, but I do know the hardpoints have been through a few re-incarnations. In fact, I removed a number of hardpoints from all the fed capital ships and the Intrepid/Akira in the current version of the mod, though I kept a large number to remain true to what I was given. There are still too many, as you mentioned earlier, but you should have seen what the Intrepid was doing bef

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No problem. I was merely pointing out that it is possible. Good luck finding a way to reach your vision! I've got a branch-off of the mod (that will eventually be an entirely different beast) in the works that leans more toward what you're wanting, but I haven't had much time to work on it due to this one still being a wip. My plan is that each ship will have fewer hardpoints on the saucer, though. Oh, I also have a post-nemesis version of the Excelsior,

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First, congratulations on your breakthrough! The little victories over hardcoding and contorted processes are usually worth the time you spend banging your head against the desk. [e digicons]:thumbsup:[/e] As I was saying about ship earlier, though, the original hard points of the Excelsior do match the canon DS9 phaser emitters (which also match the exact arrangement of phaser hardpoints on the Ambassador Saucer). As far as hardpoints are concerned, there's simply

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1) Max has a very useful help feature that you can use. For textures, though, simply hit "M", and drag one of the empty texture spheres onto the model itself. Doing this requires that you add in the actual textures we use by name in the txt file once you've finished exporting. Plus, you then have to attach all the hardpoints to the model, blah, blah, blah. We can go over this process in much greater detail in IM or by some other private means if you like. I

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Indeed. You can orient a hardpoint to fire at any specific point within the global 720 degrees. Up, down, right, left, angled in whatever direction you like. The issue comes from the odd notion that the harcoded firing arcs cover around 120 degrees rather than the logical 90 degrees. So, once you start messing around with the tilting of orientations you start getting weird angles. I experimented with this in SoA2 in an attempt to get fed ship's phasers to not f

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Mind if I ask what your planned changes are regarding? I ask because most weapon points, especially in the stock ships and the larger team-oriented mods are set for a specific firing arc that also avoids shooting through the attacking ship. In my experience changing orientation without also changing position can often be a bad idea.

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It's funny that you mention the Pipeline folder, Stress. A couple of us have discussed the folder and couldn't figure out why it was there, because every one of those files was last updated on the same day in January 2008. I'm personally assuming that means it's all stock stuff and can be deleted. Also, what are you changing about the borg unit textures? If files are being overwritten, that could explain why I keep hearing that textures I fixed weeks ago are occassio

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[quote who="MalkutX" reply="822" id="2537532"]The main problem most often occurs with the photon torpedo effect. Sometimes, they just don't show up, and the torpedoes are shown as white boxes. Usually, it's the red Fed/Klingon version, but I've seen the green Rom version do this, as well, though never both at the same time. Restarting the game fixes this sometimes, but only because the problem doesn't occur with any sort of pattern that I can detect.[/quote] I'm 99.5

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[quote who="MalkutX" reply="810" id="2536864"]I'm still having missing texture problems, especally with starbases and photon torpedos. It doesn't happen consistantly, but it does crop up fairly often. Is there something I can do to fix that, or is it a rough edge that you guys haven't smoothed out, yet?[/quote] This actually has nothing to do with our work on the mod specifically (I don't think), but with how your Sins directories are set up. I've gone through a

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The odd thing with the Romulan roletype issue is that the entity files were based completely off of the Visari when you rebuilt, so they should behave fine. The Visari colony capital ship has an invalid roletype as well, though, so I'm wondering if that hampers the the AI when it plays that faction in OS as well.

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JTAYLORPCS and I have already addressed some roletype issues with the Borg and Romulans both. The capital colony ships for both races had an invalid roletype, which I just recently changed to COLONY to match the other races. I've yet to test it out in length, but it will hopefully give those two races the kick-start they need. Additionally, I believe the Borg now have a surprise starting line-up to help with their early game strategy.

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[quote who="G-ADM_Prawn" reply="793" id="2535671"]It's funny how somebody (QTD I think) mentioned Roddenberry didn't like 3rd warp nacelles, since they seemed to become pseudo-cannon while he was notionally on-watch over TNG. If you recall, the grand finale (All Good Things...) featured a future Enterprise-D with a third nacelle added. That may be what the "Entendre Class Dreadnaught" above is trying to show, but it's just ugly. It's like strapping square metal boxes on a sh

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[quote who="myfist0" reply="766" id="2534846"] Wouldn't it be kinda confusing to have a Yamato Class, when they already have the U.S.S. Yamato, which is a Galaxy class? My research has shown that sometimes ship classes are named after past ships and the 1st ship in a class is named after the class unless like Yamoto was pre-named.[/quote] This is true in the sense that the Defiant-class was named after the original U.S.S. Defiant, which was a well-known ship of its time, but

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