I have XP, so I will be sure to make a stink if it doesn't work. You can rest assured.
EvilTesla-RG
lol, awsome. Alright, so I should probably bring the LR transaction device down a little. Yes, thier are ways around the pirates not being able to colonize, also if you noticed, the Juggernauts ultimate ability is capturing enemy planets. Thanks for all you're feed back.
will you test out my Pirate Mod?
awsome, what did you think?
Looks great so far. Can't wait to test it.
wierd, when you activited the mod, did new music play? remember, it takes a few secondes for the mod to activate. do you have vista? Maby that is the problem... Are you using sins developer? If not, you should try that. (In the mod packet) O yea, make sure you put the RIGHT files in the mod folder not all the files go into the mod folder. The file "Pirate Beta 1" goes in the mod folder NOT Tri-Pirate 1.1 Beta 1.
wierd, when you activited the mod, did new music play? remember, it takes a few secondes for the mod to activate. do you have vista? Maby that is the problem... Are you using sins developer? If not, you should try that. (In the mod packet)
you have it installed correctly? You have the mod activated? (new music should be playing) If so, then it should be the LAST race (after Vassari). If you are doing it correctly, then I do now know what is going on. Maby the mod downloaded wrong (I have had that happen) I hope that helps, and I can't wait to see what you have to say.
Can't wait.
Great. [quote who="Kitarious" reply="11" id="1991846"]It took a little bit of different thinking compared to other races, but so far it's been fun. [/quote] Awsome, that is what I was going for. Thanks
Yea....I meant to use regular carriors.....becouse of that (the textures are from 1.05, which doesn't work with 1.1), but I forgot to implement the carriors before I put the beta out. What do you thingk of the game play? The way they get resources, types of ships, capitol ship abilities, and the Pirate Juggernaut?
you mean you have entrenchment? One trick used by the 7DS team (they use 1.05 for all thier mods) The have thier normal game, (aka V 1.1, or entrenchment) and they copy and paste it to anouther folder. Then they reinstall sins, with the lower version, so you can have both 1.1, and Entrechment. (or in 7DS's case, 1.05, and 1.1) Yes, teh looter does require lots of micromanagment. What I
Anyone beta testing this? I'd really like to get some feed back
I'll beta test it.
Alright, sounds awsome. I like it when I sugest what sounds like a good idea, and someone goes, "I have a better Idea" I can't wait to see what you will come up with.
earlier, I posted on your other thread you have going. As my post was rather long, I do not want to re-type it all again, I will just quote part of that here: Unfortunatly, this will be difficult as you will have to go though and figure out what the struture for every possible entry is. And this would have to be updated every time Sins is. One idea is to make it so a user of this program can add more modifiers if a new
Thanks for the info. Maby I will bug a developer. That seriously bums be out if I can't change that stuff. I don't really care about adding a new type, the current types will work, but I want to change the name. Without changeing the name for the orignial. Which is really creating a new type...... Anyway, thanks for the info
Oh, Yea, it is available off of Wincustomize too. (The mod section in the Download area)
grr.... I undersand that. I don't want to use Tech capitol ship names, I don't want to change tech capitol ship names I want to add NEW captital ship names, for a NEW race, BUT, I don't know how to get my new race to use these new names. Sry if I am coming across as cross, I'm not doing so well today.
Doesn't work. Teleport only works in a gravity well, it doesn't want to work outside of a gravity well. You could try manipulating the Wormhole ability.
It is used in a vassari support Cruiser. It teleports the ship directly to its target. Thier is a second version, "TeleportTowardsMoveTarget" I don't know exactly what is differnt about them though You could make it work to teleport towards anything ...I think. I've never messed around with it. Problem with making all colonized planets viable targets, is that it becomes overpowered. I don't know how to target individual types of planetmodules, or
I have two modding quesitons. I am working on a playable Pirate race, of which, I just released my first beta. Now, I am trying to do a few things. First off, I need to add a few new types of weapons. Not "Missile" "Beam" or "Projectile" type weapons but like "Phase Missile" "Laser" "Psi Laser" ect... I understand the particle side of weapons, but thier is a line "LinkedWeaponType" I think it is, and I need
why use the TeleportTowardsTarget <span style="font-size: 8.5pt; font-family: Verdana; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: E
Sry, no way around Pirate Slang. I know, your not the first to say something about that.....
Researching is for Engineers, Colonizing is for Sissies, and Plundering is the only true source of happiness. -John Skalavan, Founder of the Pirates.