[quote who="walkers64" reply="18" id="2134601"]so how are things coming along? I am eager to try this mod out![/quote] I've hardly started. I have only finished updating the string file (almost 6000 lines to check & change...brrr) and creating the ship & player files, and am now working on extracting and converting suitable soundtracks and voices, both of which will be a major thing in this mod. Do not expect a first release within weeks or even months.
Lord Tareq
[quote who="TFL BigBANGtheory" reply="16" id="2132810"]You can grab a high poly Sharlin in dotXSI format from my IO drop to help you on your way... http://drop.io/BigBANGtheory#[/quote] Ah that Sharlin looks amazing, thanks alot for that! [e digicons]
The siege frigates (and colony frigates too for that matter) will be able to fight just fine (depending on their exact classtype ofcourse). They will be able to bomb worlds better than other ships, but they will be somewhat less cost-effective than other ships to prevent the AI from creating the infamous siege frigate swarm. I may include the dynamic battle mod if it suits my needs, things combat-related I intend to change are: - fighter movement for certain ship classes
It can be a capital stat-wise and still fill the role of the EA colony frigate. The AI needs a ship designated to be the colony frigate, but it doesn't matter for the AI if that colony frigate has the best stats of the entire game. So for the explorer, basically you'd have a very durable (and big) colony ship, but still cheap enough not to handicap the AI, and balanced by not having much in the way of armaments. (just some anti-fighter guns)
Okey I have found it out on my own, apparently XSI has an inbuild plugin called Point Oven to import LWO files. However, I seem to have ran into another problem. I have this wonderful Minbari Sharlin Cruiser made in lightwave, and when I try to import it with the Point Oven tool nothing much happens except that the time-bar at the bottom of XSI turns red and shows: [316] } Would anyone know what this errorcode means and how to fix it?
[quote who="Teal" reply="11" id="2130998"] Oh, i have decided to name this after Lord Tareq, for his suggestion. And with his permission will include it in my StarFall mod. So it is now formall "Lord Tareq's Fuel mini-mod" !!!! [/quote] Thanks, but there really is no need to name it after me or to ask for my permission. Name it whatever you want! [e digicons]^_^[/e]
Initial ship list: (note: nothing set in stone, may change somewhat as the mod progresses) Frigate & capital distinction simply determines if a ship will be able to level, and is needed for the AI to work correctly. If you think "hey, frigate Y is much stronger than capital X", then yes, that is intended. As an example, the T'loth-class Assault Cruiser outclasses the G'karith-class War Cruiser, yet the first will fullfill the role of colony frigate. It will still
Just had a mindump very early in the game when a rebel Bulk Cruiser exploded, since I was fighting Empire and not doing anything else (not building any ships nor zooming in or out) could it be that the minidump is somehow related to the explosion effects, for example 1 of the potential explosion effects being bugged?
[Quote who="LegateBesla" reply="19" id="2129110"] My frends and me often play this mod in LAN on 3-4 computers ( 0.03c) and its lots of fun. We allso play Dominion forces but every player bilds different race so one is Cardassian, Breen, Jem Hadar. I saw Lord Tereq remoded your mode in progress like in original pan of Major Stress so that Cardassian Union is a separate race. Big fan of Cardassians and Breen so if he could put this modification with your permision at least for demo versio
In my games the AI has no trouble focus firing, as the screenshot below shows (my SSD survived with 30% health left btw), but it tends to only build frigates & cruisers and at most 1 or 2 capital ships. I made the mistake of parking my fleet at a world then going to dinner letting the game run, and when I returned 2 hours later and attacked the nearest Republic controlled world, I encountered this: <
Perhaps you can make an ability that when activated allows movement, but slowly drains antimatter. When you run out of antimatter your ship stops moving until its antimatter reservers are refilled. This ofcourse means you need to tweak your ships so that they have no movement without using this ability. If this is not possible for some reason, you alternatively could have your ships basic movement to be very slow, with the movement ability increasing speed by say 500% This is
I will post the preliminary ship lists for the first release this week. As for frigates, the Sins AI requirest at least 1 scout and 1 colony ship, and iirc they both need to be frigates or the AI just sits in its homeplanet doing nothing.
Odd, I really thought it was the pirates. I just played another 2-hour match Empire vs Alliance and didn't have a single minidump. So that is 5 matches without crashing in a row. In addition, the Mandator does not crash for me. I can build it just fine without any minidumps. Perhaps I have unintentionally changed something else that now prevents the minidumps. edit: I just had a minidump as well, was targetting a gaus cannon of my own, pressed alt to see how far
- This mod is no longer active. Instead, TobiWahn_Kenobi is creating another B5 mod that looks very promising. You can find his mod here: https://forums.sinsofasolarempire.com/361694 Please let this topic die in peace. - Since it is pretty o
Right, after extensive testing I am for 90% certain the minidump problem is because of a problem with the pirates. I found it out after I destroyed the pirate base very early on in the game, and has no minidumps at all for the remainder of that match. Since then I have tested all factions playing without pirates and haven't experienced a single minidump. I am not sure what exactly causes the problem, it could be that one of the pirate raid waves that can spawn is bugged explaining why most of
As the title says, is there a (free) tool that allows LWO (LightWave) files to be converted into XSI files without too much hassle? Or alternatively some sort of plugin for XSI that allows it to open and edit LWO files? And if not, perhaps some sort of trick that allows Sins to use LightWave created models? Thanks in advance for any and all replies.
Some bugs(?) I have found: - Random minidumps during combat when I zoom in during combat, playing as Imperials vs rebel alliance. - The repair platform cannot repair, and seems to have the wrong shield regeneration ability. Its ability doesn't restore shields, but envelops a friendly ships causing damage taken by that ship to be split and redirected to the repair station. This may be intended but it seems extremely unlogical. - When a carrier uses his 'spawn additional
I'd love to see a babylon 5 mod, if there is a team forming I'd be happy to join in, I can help in most aspects except the modelling.
Thanks for that deadlyshoe, was planning to do it myself this afternoon, you saved me some work. About the Small Random Map problem, I have it as well. Only that map shows up. However using TAB & ENTER I can still switch to medium, large & huge random maps. My sins version is 1.15. In addition, sometimes the QUIT button in the main menu does not show up for me. Oddly enough sometimes it does show up.
[quote who="yoadjla" reply="14" id="2122312"]Yes I know imperial bombers are the tie bombers im asking why in this version they are this and not the tie bombers which is this [/quote] The "shuttlecraft" you see in the game is the Assault Gunboat , an advanced fighter/bomber hybrid with shielding. As
Thanks for the link, the program works great! @ Jason: How would I get the planet to switch back to pirates/rebels/neutral?
Here are the Cardassian speech files (RAR file): http://www.2shared.com/file/5231868/9d96d232/CardassianSound.html The following needs to be added to the SoundDialogue textfile (don't forget to update the count by 12): effect name "Card_GeneralOrder1" fileName "Card_GeneralOrder1.ogg" effect name "Card_GeneralOrder2" fileName "Card_GeneralOrder2.ogg"<br /
Does anyone have another link for this mod? The filefront one seems to no longer work.
In your /mods/SoA/Textures map is a serie of 14 graphic files starting with Unit_ ,they contain the icons you are looking for. As for the .dds files, I use photoshop to open them, but so far the only thing I dared to do was changing some beam colours, as I have no idea how they exactly work.
As the title says, how is this done? Is the size of the models determined by some numerical value somewhere which I can change? Does it involve simply scaling the texture files in photoshop? In addition, is it possible for a rebel faction to "emerge" semi-randomly? I.e. making one of your planets a rebel planet with ships spawning, and possibly with this rebel faction actually behaving as another AI race (so will attack other planets etc..). If this is possible, some instructi