Kiedjor

Kiedjor

Joined Member # 3044579
4 Posts 16 Replies 15,708 Reputation

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

170 Replies 106,152 Views

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.

170 Replies 106,152 Views

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

4,959 Replies 12,563,726 Views

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

12 Replies 10,212 Views

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

16 Replies 18,123 Views

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.

14 Replies 4,520 Views

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.

21 Replies 12,121 Views

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.

170 Replies 106,152 Views

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.

170 Replies 106,152 Views

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.

170 Replies 106,152 Views

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).

170 Replies 106,152 Views