EviliroN

EviliroN

Joined Last seen Member # 3155540
8 Posts 297 Replies 20,220 Reputation

[quote]Why whuld anyone build a starbase in first plase? I mean, for the price of that, you get like assload of illuminators. For the half of the same price, you get half the assload of illuminators that you can use to frack up the enemy saving up the assload for starbase.[/quote][quote]with assload of carriers and other shizzle to go after your eco? Because if you had enought time to build starbas, i prolly got advent ba

34 Replies 58,579 Views

This is a swarm of 67 Torpedo ships and 1 scout attacking the last enemy base. It is a composite video as I did some pausing and deleted those parts. Me playing TEC vs Advent Stats: 1x Torpedo ship: 4000 cred, 1000 met, 1000 crys, 16 supply, 312 build seconds (after Industrial Jugg.) 67x4000cred=268,000 credits 67x1000met=67,000 metal 67x1000crys=67,000 crystal 67x16sply= 1072 fleet supply (not counting scout) 67x312secon

8 Replies 4,411 Views

[quote]By my logic more decimals=more calculations for player's computers to run. 0.000000 is the same as 0.0, it's redundant.[/quote] Using notepad++ is there a way to take all the integers in a file and remove 5 of those zeroes? I'd hate to have to do it one line at a time

1,730 Replies 4,151,628 Views

ok i will try to make another. the torpedo ship are kind of small but they are making the big boom. the first vid with the Skirmishers is better imo because it shows the splash damage, those bigger ships are meant to take damage, so the sec vid doesn't look as good. When Mansh00ter releases his volumetric mod for 1.11 then the explosions will only be better

8 Replies 4,411 Views

What do you think? This is the AI using them on me! (These vids also contain another one of my modded ships, not taking credit for the models, just the coding) <embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.yo

8 Replies 4,411 Views

I am looking for others to join me on a specified week night for MP. I have not played MP and am looking for a group to grow with. I am thinking Thurs afternoon-early mornings. Leave a note here and I will PM with details

20 Replies 15,550 Views

Before I try this it should be noted that the planets that I place this in also are unable to initialize the game also. such as:[quote]Entity 'wormhole' can only support passive abilities and ability:1 'AbilitySolarPhaseInhibition' is not passive[/quote] So imho if the planets can have 4 abilities it doesn't seem like changing the code into the sun's would do me any good since it still hasn't fixed the problem for the planets. Maybe I shou

64 Replies 129,098 Views

yeah and when I tried passive it gives this message: [quote]Text FileArchive missing Label. File: C:\Documents and Settings\Administrator\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\v1.11 Evilmod\GameInfo\AbilitySolarPhaseInhibition.entity Label: useCostType Line Number:36 Line Contents:useCostType Passiv[/quote] And: [quote]" enums[/quote] or something like that then the above about sun and blah

64 Replies 129,098 Views

OK this is what I have: [quote]TXT entityType "Ability" buffInstantActionType "ApplyBuffToTargetsAtOrbitBody" instantActionTriggerType "AlwaysPerform" buffType "BuffSolarPhaseInhibition" targetFilter numOwnerships 2 ownership "Enemy" ownership "Friendly" numObjects 2 object "CapitalShip" object "Frigate" numConstraints 0 maxTargetCount Level:0 -1.000000 Leve

64 Replies 129,098 Views

i'm not sure but that has range increased over the "normal" range. and "charged missles" range applies properly. just not the normal range. but it does it properly on the other two's lrm

3 Replies 2,600 Views

This is for Vasari, btw. I modded the other two and they came out fine. Is it something with them being phasemissles instead of regular weps?

3 Replies 2,600 Views