how about us v comps on unfair >>then 1v1 >>then team mp? ill pm you soon I should say @all I am not looking for spam-rush games. I don't play other RTS because this one is not like them/that
EviliroN
[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
what? am I the kid no one wants to play with?
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
[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
Is this any closer for you?
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
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
just to make sure I could convert txt back to binary, yes?
I could go along with invisibility just in grav wells when there is no weapons fire or ability use (besides the invisibility) I don't think it's a game breaker. But having ships cruise around and kill and not be stopped is not that great.
Firefox and IE no go for me
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
i tried that one, i heard hippies cry. [e digicons]X([/e]
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
I'll give that a try tonight, if I can
anyone figured out what the types are for "useCostType"? e.g. "Invalid" "Anti-Matter"......
yeah I know it's a typo here not in game
yeah i tested too. wierd it's in the code. no exp
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
I just played a game and had 500+ fleet supply and waited for 1st RA for 30 min and for 2nd RA for 30 min and never got a ship. I had a phase stab in each grav well. So i just posted.
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
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
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?
+ N3rull. yes remember fleet points, I felt cheated the first couple of times I used this because I was using RA wrong. lol