love the new version, cant wait for the Romulans. question about the B'rel cloak. is there a reason it has a duration? its not particularly cannon for cloak to be limited, nor do i think it would be a game breaker for it to be of unlimited duration (as long as it means no weapons usage). perhaps, to avoid mass cloaked fleets showing up in a system, make it so one cannot make a phase jump while cloaked? just food for thunks
boeduur
saved game is playing as Advent on Ancient Gifts map. all six enemies, random races, medium difficulty. all game settings set to fast except ship speed. had just built 2 starbases in wormholes prior to save, but no minidump out of the game while playing before saving. have played through multiple games at this point, and have yet to experience this before. Windows XP Premium Intel Pentium M processor 2.00 ghz 2gb ram ATI Mobility Radeon x1600 - 256
So, I have only played two games since downloading Entrenchment, but I have noticed in both that the scout vessels for both TEC and Advent seem to be confused. When putting them on the Autoexplore, they jump a single planet away from the building planet, and then just bounce between that one and a second, over and over again. Sometimes they stop if I manually send them somewhere else, and will correctly Autoexplore. But sometimes, they will just bounce between that one and another, again.
bah, Caldari scum? hah! you and your pansy democracy... :-P do gotta love the Domi tho. nearly invincible tank, with massive drone bay.
long time EVE addict. would love to see this work out for you. ill lend all the moral support i can :-P
less posting, more working :-P jk, Eville. Looking great, can't wait to play. I have some proficiency in coding, so let me know if you'd like any help. hope you had a great T-day.
i think im speechless...
god i love me some warbird... [e digicons]}:)[/e]
hey all, ive been lurking in this thread since the third post. cant wait to play. in anycase, i have no intention of buying the expansion (because, modders have already successfully created everything in it, why pay for a mod?). if my two cents matters, i say dont waste the time waiting for, and developing for, it.
ok, i hate to be annoying, but one more question... (for now...) if i make a change in the entity, mesh, wtv, files as im playing with the dev.exe, it will on the fly update the game with those changes? so, if i change what mesh the entity file is pointing toward while using the dev.exe, i can see the model change in the game? figured i'd ask before i try it, and somehow screw up the durn thing. thx again, -Boe
Hiya folks, workin on a mod right now that swaps out ship models, essentially, and ive followed through the modding supplements (thx IC and SD) that are provided in the "toolset". now im looking at the entity files, and want to designate which weapons/types fire out of which nulls i defined in XSI. but, in all of these sections (looking at vanilla ships for example), i don't see any calls to the XSI defined null points. where do you tell it
great mod, EJ. any plans to merge Uzii's SinsPlus mod into this?
anyone ever considered doing a mod for GC set in the WC universe?
Doesn't sound like anyone else is experiencing this, so I'll throw it out there. The mod has loaded up perfectly for me, and the game runs fine, except that in the zoomed out mode, no textures load for the planets, so all i see is a starlane going to nothing, and rebounding in another direction ;-) Not a make or break, perse, but sometimes it really is nice to be able to see what the planets are. Anyone know a fix?
When I try to enable this mod in the options/mod ui, the screen darkens a little, and then freezes. Task manager says it is not responding. Anyone else have this issue, or know a fix. I'm running Windows Vista, and the mod is not in the documents and settings folder (becuase it doesn't exist in Vista), but it is in the AppData folder, in the software created Mods folder. Could this have anything to do with it? Thanks!
Gauntlet, Great idea. Are they capturable? What kind of bonuses do they offer? I still do want to see a deployable (or something) station for systems that are not colonizable/"capturable", especially for Wormhole defense. Also star defense, for that damn, blasted, long-range jumping crap.
Hey Uzii, Good call on the jump capable constructors. I hadn't even really thought of that, I was expecting an idea more like the capital ship-dropped missle platform. This may even be something the modding inept like myself can do. Ofcourse, I may still run into the "unowned space" issue. We'll see. Thanks Uzii (kick @$$ mods btw, love 'em)
I love this game. It has filled a gap long left open in the RTS gaming genre. And the mods coming out for it are equally exciting. However, it feels like there is something missing not having the opportunity to build any kind of outposts or space stations separate and distinct from your planets. In every game or fiction universe, where an empire cannot colonize a planet, they build a station. Why can't we in Sins? So, I ask, can anyone whip up a quick mod (haha... i know) for
I have seen mention of a limit to the amount of ship-build options available, hard-coded in the game. So, for any given race, there can only be 7(?) frigate, 5(?) cruiser, a 5(?) captial ship types. Is this actually the case? If so, has anyone come up with ideas for a work-around? If not, what is the limiting variable for how many ship types a race can have? Thanks all!
First, I appologize if there is infact a method for this, and I've just missed it. Is there, or can there be, a method for auto-zooming to a battle (such as by doubleclicking the battle notification box on the GUI)? I find that I'm often frantically searching the map for the planet I was just told was under attack, and have sometimes lost it before i located it. I'm not very good at memorizing my system names, or their locations, so this feature would save me ALOT of heartache. <br/
Hello All, I'm getting an issue any time i scroll over the territory of the Torians. The game freezes up, just plain stops. Its as if its a memory-crash, but if i load the same save, and avoid the Torian territory, the game continues running fine. You can see in the debug text the point where i scroll over them, the "unknown" errors. Because this doesn't completely crash out the game, just freeze it, the text shows it terminates normally as i shut it down through the task manag