The meshes between 1.05 and 1.1 are the same. How are you connecting the Developer program to resizing meshes? Developer.exe is just a special way to play sins.
EvilTesla-RG
ARG!!! HE BE REBEL GENIUS!!! lol
um.....what? recycler ship? Developer log says nothing usefull. That won't work for what I want I think, becouse to keep this from being overpowered, I need to make sure that more ships using this ability (in one gravity well) don't equate to more resources. I don't know if you've taken a look at my loot ability, but I use the same trick in that ability I am trying here.
um.......jolt cola is detremental to modding when saturation level is reached.......
sounds like an awsome idea don't know how you would go about doing it though.
no, the previous buff targets the planet, and puts this buff on the planet. This buff makes the planet uninhabitable, and it gives a friendly ship in orbit the buff "BuffSmuggleTarget" I do know that this buff is applied correctly. For, before, I had the "Applybufftotarget" set as an instant action. This buff was appling correctly, and made the planet unihabitable, but it would never "Applybufftotarget" so, I changed it from and instant
wierd
This one was a screw up, will a Dev, or someone, pls delet this?
Whenever I use this buff, the game crashes. I've done alot of tests, and it is not the buff following this buff, nor is it the previous buff. This buff causes the game to crash, and I do not know wihy. (It is being applied to non-colonized planets) TXT entityType "Buff" onReapplyDuplicateType "KeepOldBuff" buffExclusivityForAIType "NotExclusive" isInterruptable FALSE isChannelling FALSE numInstantActions 0 numPeriodicActions 1<
Whenever I use this buff, the game crashes. I've done alot of tests, and it is not the buff following this buff, nor is it the previous buff. This buff causes the game to crash, and I do not know wihy. (It is being applied to non-colonized planets)
ugh....I can't think of a way to do it. I don't know anyway to make anything have prbablities in sins(expt for attaching a buff to a gun). Nonetheless connect a reaserch to an ability, not the other way around.
Hey FlipKick, welcome to the sins clans scene, or what is left of it. I am the founder and leader of the Rebel Genius Clan We are a fairly old clan, we have been around about three years. Our first game was in HomeWorld, but we have moved to sins. Due to a lack of activity, becouse of sins' lack of a fast multiplayer We recruit based soley on activity and attitude, not skill, so while we may not have the skil
WHY!!??!?!? why did you invoke the horrible name of eets???!?!??!!??! Now you will Bring Eetmorsqurls back down apon us!! OH NO! I said it!! THIER IS ONLY ONE CURE!!!!! *shoots self* that would be awsome if someone recognised that refernce to Arther C Clark.
YEA! can't wait
UGH!!!!! Answer is still the same. I have yet to change any models or 2D art. If I posted pictures, they would look EXACTLY like the TEC. As soon as I start to add new models (will be a VERY long time, as I need more modellers and texturers) THEN I will post pictures. I know how you feel, but as yet, this mod is not photogenic. I promise I will post pictures as soon as they are worth my time to do so. (I am als
Awsome, I very much liked FS2, never tried FS1, can't wait to try this.
..strange...
...one....
Yes, thank you very much for that info. I can't wait to see what else you come up with. About your new question. I take it, you are refering to the fact that most of the textures are in DDS format? This, is easily solved. You get yourself two things. 1) a DDS converter. Just type "DDS converter" into google, and you'll find about a thousand of them. Use this program to convert all sins textures to an easily accsesib
lol yes, I remeber trying to mod without sins developer. ALL guess work. Much better now. Fortunatly, i've never deleted my mod. Which is one reason I avoid emptying my garbage bin whenever I am on a large project.
Awsome, thanks for the detailed feedback. It will certainly take some time, and carefull thought to implement these susgestions, but I garuntee that you just made some major changes to my mod, Few ideas that occured to me. The abilites I have given the Akkan were supposed to fix the defensive problem (going behind and taking planets back) I can add an "no colonizing ability" to the defender frigate, which is created currently by th
Alright, I know this doesn't intirely concern modding. BUT! This does concern the modding comunity specificly, which is why I posted this here. I have recently receiced a Message from ShadowMastiff, saying that I am allowed to make a post announcing his stupidity. This is precisly what he messaged me, "FFS I'm bloody stupid!!! Damn man, I allow you to write and entire thread on my stupidity!" So, I am
Ok As I am sure you know. <span style="font-size:
I know this. race selection images? You mean the little heads? Check out the window and texture files. I'll get back to you on the exact lines and such.
Glad you liked it. And thanks for the feedback. Yes, the Juggernaut model is just a stand in. I'm sure you noticed that it is the model for the Pirate home planet. Same for the texture of the carrior. Didn't catch the scuttling, I'll look into that. The Transaction device was supposed to be a weaker version of the Vasari Phase Gate, while the LR Transaction device was supposed to be on Par with