dolynick

dolynick

Joined Member # 3162142
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[quote who="sparten117" reply="20" id="2140975"]I dont know why this keeps hapenning but when I build the Atlantis city ship; the ship is poorly detailed and the game crashes after a few seconds to about 3 minutes is there a way around this? Also all my software & sins entrenchment are at there latest update so i know thats not the problem. [/quote] I have zero problems building and playing with an Atlantis and there haven't been any reports from others about it causing crash

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[quote who="kris159" reply="18" id="2140563"] i asumed there was some kind of script for each differant AI mood that says how much ships to build, not dependig on power or cost. [/quote] No, it's basically a matter of fleet suppy and how many credits/resources they have to spend on that sort of thing. -dolynick

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[quote who="kris159" reply="13" id="2139966"]How do you edit the amont of ships the AI build coz i was just thinking to myself "why arnt the ancients building much ships?" also is it in the Player file or the actual ship file? [/quote] Er... In my experience the Ancient AIs generally do fairly well in fleet size compared to other races. Obviously, it varies by game and if they're doing well or not but it's not uncommon for me to see an Ancient AI hanging out aro

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[quote who="MarkCef" reply="10" id="2137063"]Need someone's opinion. What would be a good capital(s)/cruiser(s) to put with an Atlantis city ship and a Juggernaut? Planning a little meet-and-greet with 3 enemy AI in their home system while my main fleet is tied up defending another system. Got them both to level 4 with just training them. I'm thinking maybe 1 or 2 Excaliburs and perhaps an Aurora/Adamas? Money isn't really an issue and if I wanted I could probably make another city ship right

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[quote who="riviaguy221" reply="8" id="2136521"]Well, Dolynick, i got it working, and i have to say, your mod is abslutely awesome! I love it so much, and the variances between the races is perfect! Keep up the good work [/quote] Glad to hear you got it working and it's always great to hear that someone enjoys the mod very much. Thanks. -dolynick.

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[quote]A lvl 10 juggernaut vs a fully upgraded writh SB is an interesting matchup. They take forever to kill I brought in 4 auras to help speed things up. I also notices that the SB can only use so many weapon banks on a single target so a single target can never take all the damage giving the ancients a good advantage againt SBs.[/quote] Star bases (or more specifically the controls for multiple targets per bank) do their full rated damage per side to every target. Basically, w

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[quote who="MarkCef" reply="5" id="2136367"] Just wondering, is there an easy way for me to change, say, the number of drones fired from a specific ship or from a specific ability? [/quote] All of that stuff is controlled by the various related .entity files. Basic weapons are defined in the ship entities and the abilities are controlled by their respective entities. Adjusting burst counts will give you the visual effect of more drones fired at once but damage pe

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[quote who="kris159" reply="1" id="2136166"]and also what program do you use to make models? im thinking of buying SoftImage but i thought you might have somthing thats free? [/quote] I use XSI Mod tools. It's a free download although the download link from SoftImage may be broken right now (it was for some time while they "made upgrades" or some such thing). I don't know of any alternate download locations but you can search. Some people use 3DStudioMax for t

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[quote who="riviaguy221" reply="25" id="2136139"]ok, ty, they are there now, they just dont do anything when i activate them. Is there a specific order they have to be activated in? (I have all 4 of yours, but i will download more if they are needed) [/quote] The priority for activation if you are using more than one is listed near the bottom of the thread post under the download links. If the order is right and you're still not getting anything then it's possible that so

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[quote who="riviaguy221" reply="22" id="2135980"]Ok, sorry to be annoying, but i cant figure out where to put them. They are currently on my desktop (the folders that contain your mod), and i have no idea where to move them. Entrenchment is now in my computer, and i have its location, but there is no file called mods in it. [/quote] The Entrechment mod's directory isn't created until you run the game at least once. If you're still having trouble finding it use the game's Mo

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[quote]ok, but i didnt want you to be my "guru" but i underdstand you dont wish to help me, i just have 1 question then, which forge tools did you use? because i have ones for entrenchment 1.01 and im on 1.02 i cant find any for 1.02 and since ur modding it, i thought i'de ask. [/quote] I don't mind helping you out with a question or two. It sounded like you were looking for a "teacher" though and that's a little bit different. As to your question... I

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[quote who="riviaguy221" reply="18" id="2135963"]Ok, ty, im downloading entrenchment now. If it is already downloaded and unzipped, i will only have to relocate it to the correct file, right? [/quote] Relocated the mod's folder (dolynick_SGRaces-0.93b or whatever version you're using). If you've extracted it properly it should work fine once it's in the right place. -dolynick

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[quote who="MarkCef" reply="16" id="2135947"]Thanks, just started a game recently with those starting tactics and it's already working great. The revenant just chews militia up. This really is a great mod you've got here. Makes me sad knowing that Atlantis is over . Heard theres a 3rd show in the works though, this time based on a ship. [/quote] You're welcome and thanks. I'm glad that you are enjoying the mod. As I said, there are definitely other ways of playing t

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[quote]Hey, im new to mods, but i was wondering where to put this after it is installed, it automatically goes to the temp folder, which im assuming is not a good place for it. Also, does this require the entrenchment update? (I noticed you mentioned starbases, so i was wondering)[/quote] The latest versions are for Entrenchment 1.02. The vanilla Sins 1.15 version has not been updated in some time and may not even load properly with Sins 1.16. When installing

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[quote who="MarkCef" reply="13" id="2135915"]Wow, thanks for all the tips. Never thought of making a Revenant as my free cap, always went with the 1st one. Now in hindsight, seems like I should have caught on quicker. But all in all I think I'm going to adapt to use many/all of the strategies you listed. Thanks again! [/quote] In my opinion the Revenant is the best cap ship in the Ancient fleet. The Ultionis and Invictus are more impressive on paper and are both very p

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[quote]Btw Doly just curious on what was the decision to give the Ancients lasers and beam weapons? I personally love how the beam weapons look, if the lasers were taken out I wouldn't miss them but they're cool too, but I've never seen any Ancient vessel using either of them. I just recently watched Be All My Sins Remember'd (the episode where a joint assault is launched against the Asuran homeworld) and Enemy at the Gate (The final episode for Season 5) and all I ever see are drones. It cou

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[quote]i dunno if u missed it but u seemed to have answered the guy below me....[/quote] I saw it but chose not to respond to it at the time. It then got lost in the thread progression. I would suggest that you take a look at some of the stickied threads in this forum. They're not all encompassing but they should be enough to get you started. I don't mind helping people but I'm not prepared to commit to being your "guru" right now. Don't take that as a

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[quote]In Entrenchment it would not be out of the question to have 8 to 10 scouts already built. Why? Mines. So Missile barrage could be countered by fast moving scouts moving toward the Mazra before it comes into position. An arbitrary limit of 24 units would then have 30 to 40% wasted on the scouts. Not a full counter but it would be a ready made meat shield on units that contribute little to head-on combat. So back to the question that remains unanswered. Could scouts be exclude

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[quote] Are you talking about launching several missles? I'm picturing something like a huge missle called thermo-nuke or something... just one shot that works like a giant rad-bomb...it's a cool idea! (but then it has 2 things that works the same way, just ones smaller.)[/quote] I believe he means pick a target and then that target and everything in an arbitrary radius around that target gets bombarded with salvos similar to how it already works. The difference

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[quote who="mbaron888" reply="18" id="2127680"]If (as in big if) the Mazra was limited to a 24 or 30 ship cap in the MB ability would it be possible to exclude specific units? I'm thinking scouts. I'm asking if it's possible not opinions on the idea. [/quote] It's my impression that targetting is more or less random. Sure you build a bunch of scouts as chaff and hope that they're the ones that taken out randomly by MB. You fail to see the problem with that as a counte

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[quote]Dolynick, is this possible? Pick a target and it saturates everything in radius from that target? It migt be my lack of sleep, but I like this as much as I do the column idea. (and I can't remember if you listed that in your 6.)[/quote] It should be. EMP blast basically works in a similar manner. Once again, getting the missiles to fly from the Marza to the targets might be a sticking point but a basic tester mod should be doable. The o

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[quote who="Battleboy108" reply="19" id="2126138"]Thanks dolynick for the info... If I were to mod this... would any1 happen to know how to change the AoE? edit: I'm just curious... I could,and probably will, figure it out l8r anyway... [/quote] I did some work tonight on the 6 different Missile Barrage mods I listed earlier in the thread. I am having a bit of unexpected trouble with the column AoE versions at present, mainly due to keepin

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[quote]I hardly claimed that MB has no problem in current state. I said nerf MB is WRONG. BUT buff other abilities to compensate is RIGHT.[/quote] At face value that proposition makes sense. Unfortunately, rebalancing all other capital ship abilities to somewhat match Missile Barrage's power has severe ramifications on the game and balance all over the place. Right now we have a game that is fairly well balanced with the arguable exceptions of a

377 Replies 1,219,200 Views