Hmmm im not sure whats causing this. Works ok for me. Lemme look into it.
Kiedjor
Did you unrar the file? And did you put the superminimod in correct mod folder? Cause I just checked the mod using the downloaded version and everything seems ok to me.
Update (2.0) for (1.04)(New) (4-30-08): Added two new defence stations one using all phase missiles the other creates squads of battlecruiser like weapons with fighter's agility for Vasari. Changed some of TECH and Pirate weapon load outs to include gauss type of weapons. Changed the races gunboats to reflect more to their racial weapons. Added antifighter weaponery to some captials for all races. Fixed the error of advent research shield(required 70) its at 7 now. Fixed
Sorry been taking a break from modding for abit. I'll be back soon.
Nice play, just watch it I have to say good kicking that sova rush! But, how do u stop a sova rush and not being tech? :P
[quote]Will version 1.5 also work with older versions of SOASE, or will it only work with 1.04?[/quote] I know for sure for 1.04. Havent tried it on older versions.
Ya dont install the patch its creating too much problems. Sorry for that.
You need to map the maps on the model before exporting.
Its still in early stages of the patch, i'll see what I can do.
Hmmm weird, i'll try to recreate this bug if I can. This mod will be eventually merged with 7 Deadly sins by DANMAN. I have the Trade(Tech) race patch on 7 Deadly Sins thread if you wanna try it out in his mod. Thanks for the post and i'll try to update this mod alittle bit more. :) When you select the captial it should say what research you need. @Zelin: I use 3dsmax with the plugin for SOASE.
I'm part of DANMAN's team im presenting three optional races, these will not overide the original vanilla races but, instead new ones to choose from. [color="#FF0000"]Remember to backup your folders incase of minidumps and alike. [/color] Races are Unity(ADVENT),Trade(TECH), and Dark(VASARI). Races so far merged: Trade For DANMAN's 7 Deadly Sins 1.2 33.3333333% done of merge (SMM). Download link: [link="http://files.filefront.com/Trade+Patchrar/;10063353;/filein
All model I used is the original models are just changed them slightly. For example the missile ship is a scaled version of the Psi Trade ship or refienry cant remember.
This mod will be merging with 7 Deadly Sins, currently im working on a merging version for DANMAN's version 1.2.
The way I worked around this is giving some ships a returning armada like ability. So you can have dozens of captials but, it wont come from shipyard. Example: Gave the Advent colony a ability called [color="#0000FF"]LightPSIBeacon[/color] TXT entityType "CapitalShip" ability:0 "AbilityPsiCapitalShipColonize" ability:1 "AbilitySpreadWeaponDamage" ability:2 "AbilityShieldRegenerate" ability:3 "[color="#4169E1"]AbilityLightPSIBeacon[/color]" defaul
Heres a example of how I made a extractor into a weapon. TXT entityType "PlanetModuleWeaponDefense" minZoomDistanceMult 3.000000 ability:0 "" ability:1 "" ability:2 "" ability:3 "" MaxAntiMatter 0.000000 AntiMatterRestoreRate 0.000000 numRandomDebrisLarge 4 numRandomDebrisSmall 16 numSpecificDebris 0 armorType "VeryHeavy" hudIcon "HUDICON_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR" smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALCRY
Only way to work around this is making a mothership that can spawn battleships. Like for example you replace tech bomber model with battleship model and all ships has anti fighter weapons so it can hit them. I've been working on this lately but the bigger models feel kinda stiff instead of smooth.
Nice man! :D
That is strange, maybe some how the files get corrupted after being downloaded? I might get another site for you guys to download from.
The mod I made basically uses the pirate asteroid as a station for the free worlds. I basically gave the model weapon hardpoints so it dosent shoot from center and hangers so it dosent spawn strikecraft in the middle of the map. If you want just this modified model and station I can make a make small mod for ya for beefed up stations.
Dude please make that post smaller, and I dont know why its casuing this problem. Cause I dont have this problem. I noticed some bugs already that needs fixing thanks.
Install it correctly man, take out superminimod folder out of the first superminimod folder. Put it into your mod section. If you did this already tell me how you install it exactly and what version you currently running.
Dam dood! What does the ship do?
I'll take anything, I just played a small game and noticed some mistakes I already did. For like the fighter for pirates they only have 1 gun ment to give it 3. Advent for the third tier shields requires 72 ment 7. So ya, im gonna do another update like next week to get some bugs fixed.
Thanks for reply Naoza, ya im still trying to fix these stuff but hopefully the game play is ok? :P For the problems, please post some screenies and make sure you install it correctly.
Oh theres two folders called superminimod the first one holds the second superminimod folder, that is the folder you put in the mod folder to be activated (one with the readme).