or two or three of us!!! :) getting ready to go down load now. T
Teal_Blue
Oh Blair, btw, thank you for the cool name change thing for the game, i havent been able to get to it yet, haha, but want to try it when i can. It is awesome, and the rest too!! :) T
:) Thank you KitKun for the wonderful feedback!! :) That sounds Very Very Cool!! :) As to how to mod it? Haha, your suggestion sounds very sensible to me. Worth a look and try. You wanna give it a go? Or me? Let me know, haha, im not very well versed in the tree, haha, but i suppose i would be if i did this. :) T
:) TY havent seen it posted to Impulse yet, but probably soon, thank you, T
Actually, i believe, unless i am terribly mistaken, that my mods for 1.17 and 1.03 "play" on 1.18 and 1.04. I just can't swap files out from those versions yet to build a new mod. So i am waiting to get the text versions to "officially" convert them over, but try them, they should work. Let me know of course so i dont run around telling everybody it will, if it wont. But i have loaded them at home and they run fine. No mini-dumps or errors. :) -Teal
[quote who="Phalnax811" reply="15" id="2387605"] Haha, np, you know... i didnt even catch that, i must be talking the same language... I new it!!! Just being silly, -Teal You changed you name!!?!? [/quote] Yeah, haha, i got an email saying someone else has your name and they had it first!! And i thought, i could KILL them, haha, well, not really, just you know, your name is your name. Anyway
[quote who="cszolee" reply="24" id="2376586"]Here's a perfectly working Klingon (or whatever) cloak, I'm using it with SoA2 E101. Of course there's no graphic effect, but everything else is there Ability can be toggled on and off. Thanks Whiskey144 for the "CannotBeDamaged" tip. AbilityCloakKlingon.entity TXT entityType "Ability" buffInstantActionType "ApplyOrRemoveBuffToSelf" instantActionTriggerType "Al
[quote who="akkan117" reply="23" id="2355091"]hmm i duno if this is possible but its worth trying. Maybe if u have an ability that switches one mesh to another so basicly taking a ship that is visible and replacing it with on that is totaly or slighly transparent. I duno maybe [/quote] The Starbases and I believe the platform defenses use more than one mesh and are used to add or change out meshes in Entrenchment, though i havent tried yet to see if any of the other ships
I guess that says it all, just trying to locate them if they are available. If not i will just wait. Thank you, -Teal
Hi, just an idea that i got while reading strategies on the net. And i know we dont really need any suggestions when we've just gotten this beautiful upgrade. :) But i dont really control when the ideas come, so i'll just throw it out for thought. Right now research is categorized and advances in a tier fashion from lowest to highest, low ships, medium ships, high ships, military upgrades, defensive upgrades, economic upgrades, etc. Anyway, the way that we currentl
I also have had slowdowns in early games, but have been running some graphic mods and one mod dumps a lot of enemy ships into the well early game, so i figured it was that. I'm running a mid level pc, 2gb memory and vista home. It has been a decent machine, running well, well... until recently that is, but it is half full now, so perhaps that and all the programs that i have added that want to start right off is doing it. Haha, i cant live without my music, so i went from cd's to itun
:) very cool!! Is the link above the one to your ability? do you mind if i use it to play some games? -Teal
[quote who="LikeTheWhirlwind" reply="12" id="2393453"]We're definitely looking into ways to improve pirates and the way they interact with the other factions. Pirate capital ships are something we are still very much on the fence about. On the one hand, pirates of antiquity were often known to capture capital ships and use them (granted, the capital ships of old were fairly small compared to modern capital ships). On the other hand, you would never see a modern pirate capture and e
[quote who="kylogan" reply="10" id="2389589"]Awsome ideas, pirates really need a more intresting twist, when pirates hit a planet i want to be like oh s!#t. As they carrie away my cap ship and leave my planet in ruins lol. [/quote] :) That sounds wonderful!!!! Haha, that would be a game changer!! :) One of the other threads has some hard ai thoughts, and i got the idea to try a Hard AI mod, im trying to get schoolwork finished this w
[quote who="sesmet333" reply="9" id="2382023"]knownalien there wont be cap ships for pirates, a dev in a previous thread said there are definatly not going to be cap ships for pirates [/quote] There are mods out there now, with Pirates that have capture ability and Caps. So even if the Dev's dont want to consider it "core" to the game they build, it can be added by modders and played by players that like that sort of thing. Look at Distant Stars, or E
StarFall mod for Vanilla Sins has a balanced Playable Pirate race, and StarFire for Entrenchment has a Playable Pirate race for Entrenchment. :) -Teal
" Id actually like to see more variety in all of the ship varients. Not just an alternative but a choice to I go hard on shields, or weapons, or abilities. Or do i do a balance. It would surely inspire more variety in Fleet sizes and its makeup. " :) me too.
Not to discourage the Dev's looking at this, because of course they could do it better and smoother, but a hard ai mod is possible. There are several things that come to mind from the suggestions, probably starting with the militia and pirate fleets getting set to playable = false. The pirates of course are that way to start with, but the militia pulls from the tech setup, so it would mean creating a tech2 or even a militia setup, make it unplayable, and tweak the stats accordingly, f
$29.95 for Latest version of the Game + Entrenchment + Diplomacy isn't bad. I suppose the only question is, is it worth the effort of doing the boxed version thing. Though, i too would love to have hard copies of the expansions as well. :) -Teal
just downloaded, will give it a try, and let you know. :) i like the concept. :) -Teal
Haha, np, you know... i didnt even catch that, i must be talking the same language... :) I new it!!! :) Just being silly, :) -Teal
:) Hmmmm...... dont know, you would have to ask the devs, or as a general question out in the forums, like this, only make a post with that question as the header. It may be in a file, like galaxydef, or the gameplay.constants, im not sure. But im sure somone knows. :) -Teal
This is just a thought, but perhaps i am misunderstanding the question: if you take all your frigates and put them on page 0, and all the cruisers on page one, then they will still be in the same "factory" but you will have a page dedicated to each type of ship. I tried adding a second frigate factory, but since the player entity file itself doesnt separate out the entries, and wont take second listings, (i think i would get a mini-dump) that it wont properly give us a second useable
:) This looks very very cool!!! Both the mod tool and the Gundam mod!!!! Whoo Hoo!!! :) sorry about that i got carried away, :) -Teal
:) We will be having the ability to rename from within the player entity file and i'm assuming from the string folder with the new 1.18/1.04 that is coming next week!! :) That will be great!! -Teal