GoaFan77

GoaFan77

Joined Member # 3343511
10 Posts 2,011 Replies 2,884 Reputation

[quote who="inktomi2" reply="5" id="3650387"] File: C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\GalaxyForge\Open Tutorial and Exploration Map.galaxy Label: isMadVasariPlayer Line Number:2160 Line Contents: themeGroup "" What could this be from? [/quote] Ah, that's actually a slight side effect of using the dev.exe. That map was made using an early version of Rebellion that the game can stil

7 Replies 7,732 Views

My Enhanced 4X Mod has a series of little minimods , one of which is called Faster Combat and does exactly that. It increases all ship damage by 50% and thus causes battles to be finished much faster. It would have some bad side effects if you just used the minimod without E4X though.

1 Replies 3,948 Views

You actually used to be able to do this before Rebellion, but it was taken out for some reason. Best you can do for specific maps is to set randomize positions to false and have player 2s homeworld not have any phase lanes. That's what I did in my free tutorial map. If you're just using it for testing, you can disable the AI via the developer.exe.

7 Replies 7,732 Views

[quote who="Darvroth" reply="3" id="3649877"] Zombie or whoever on the SOA2 team figured this out... What files contain the call for the militia units in 1.85 It is driving me crazy that Vanilla ships have invaded our mod. Also, is this the same file list that is called for the Rebellion modifier from the tech tree? Thanks in advance. [/quote] SOA2 Team? It's the gameplay.constant file, the same file that defines the

4 Replies 35,555 Views

[quote who="Faceless_Wanderer" reply="485" id="3648935"] I concur with the other post there that the No Superweapons mod is broken. [/quote] What was the difficulty of the AIs? At harder levels one of the AI cheats is to get some research for free, I wonder if this is causing the superweapons to be unlocked. Unfortunately, the way this minimod used to work was broken for some reason with the 1.84/85 patch, so I can't restore it to how it was before. Just have to

577 Replies 3,002,759 Views

[quote who="JoshuaTedder" reply="2661" id="3646558"] Quoting GoaFan77, reply 2660 Quoting JoshuaTedder, reply 2659 What sort of abilities can fighter squadrons have

2,761 Replies 7,653,025 Views

[quote who="JoshuaTedder" reply="2659" id="3646551"] What sort of abilities can fighter squadrons have? For example, I would like to add a self-destruct ability to a squad to be activated at the user's discretion. I heard that they can only be equipped with AOE abilities, since they are many entities and yet one? [/quote] Very limited. Having to use AoE is the big limitation since you cannot use "ApplyBuffToSelf", as the ability is on the squad but the squad

2,761 Replies 7,653,025 Views

[quote who="AKenny47" reply="481" id="3646339"] The constraint in the "Buff_ING_RebelScumTarget" file is "HasAntiMatterPool", whereas in the parent "Ability_ING_RebelScum" file, the constraint is the appropriate "HasWeapons" value. Considering the nature of the ability, I'm guessing you don't mean for there to be different constraints? [/quote] Fixed. I've removed the constraints from both abilities. Thanks for your ever reliable observations.

577 Replies 3,002,759 Views

[quote who="psychoak" reply="2626" id="3645919"] I cannot find anywhere where it makes it invulnerable, capturable, and not able to be scrapped. It has to be somewhere in the haystack. Much is hardcoded, that would be one of them. There are buff settings to make other things behave that way, however, the wiki has them. [/quote] Actually this is not one of them. If I'm remembering this correctly there is no ability for it, but the buff f

2,761 Replies 7,653,025 Views

[quote who="Eefwee" reply="2" id="3645667"] "Hide the flagship!" [/quote] That would be because that's what the AI does. And there isn't much anyone can do about that. [quote who="Eefwee" reply="2" id="3645667"] For a Galaxy Forge walkthrough, would you recommend just the one on this site? [/quote] Honestly there is no up to date walkthrough for the galaxy forge. It might help but its changed a bit since then. Basics might still be the same.

3 Replies 5,399 Views

Seems like you should try the galaxy forge tool first. It handles making maps. It's really more for planet placement and spawning starting fleets but that would be the first step of any scenario. Do you not like flagship victory?

3 Replies 5,399 Views

[quote who="ZombiesRus5" reply="10" id="3643068"] Oddly the Universal translator only translates audio to American English. Not sure if it's broken or by design. Fortunately the Universal Translator will translate written text to various other Human languages. So it's really more of a semi-Universal translator. [/quote] Actually there are version of the universal translator that will work with major European languages, such as German, but only if you buy the Kalypso

11 Replies 122,599 Views

[quote who="Lavo_2" reply="2617" id="3643574"] It isn't a huge problem. Poly count isn't too much of an issue in Sins so long as they're under 25k or so. [/quote] It is a big waste of RAM though. We've seen noticeable performance improvements since switching to Sins style shield meshes, especially by players on the lower end of PCs. Ideally the shield mesh should be specially made as basically an extremely low detail outline of the hull even for "hull

2,761 Replies 7,653,025 Views

[quote who="In_dy" reply="1044" id="3643104"] Are you able to edit/mod that trait? Then a passive bonus could be added (race-specific!?). I'd like to see something that tempts people, at best also the AI, to acutally use the ship. Something as a damage bonus in enemys gravity wells. [/quote] I believe it would be possible yes, as long as its a passive effect, you can generally stack as many things as you want on it. However I'm afraid that prob

1,119 Replies 3,159,986 Views

[quote who="In_dy" reply="1042" id="3642711"] I have not tested them all, but the stats are not level 10, more like level 5. I would not give them normal abilities. Coming without antimatter has advantages, especially for this ship type. They also only have 3 abilities, haven't they? [/quote] The fourth ability is used by the game to mark the ships as the flagship, but I could probably move it to the 5th ability slot, since it has no real impact on gameplay.</p

1,119 Replies 3,159,986 Views

[quote who="Sucal" reply="478" id="3642734"] I'm not sure if its on purpose or not (and likely already has been reported) but for the Imperials at least, the Admiral Piett and Harrask researchs (the level three hero units) require resources and credits to research rather then being free [/quote] This is intentional, because Harrsk and Piett command Allegiance class Battlecruisers, which have a bit better stats than other hero flagships. Likewise Thrawn's resear

577 Replies 3,002,759 Views

[quote who="In_dy" reply="1040" id="3642651"] Hmm, I thought I checked Sins once and LAA was on, but my Memory must be wrong. [/quote] You do have to apply LAA again every time the game updates (or you downgrade via the Betas tab). That is what often gets people. [quote who="In_dy" reply="1040" id="3642651"] It's a shame that the devs did not activate LAA, at least with a patch. [/quote] They've said some CPUs don't handle it that well,

1,119 Replies 3,159,986 Views

[quote who="Xenophon_" reply="2" id="3642628"] Then why would there be a star named Sol if Earth doesnt exist [/quote] As I said its possible it does exist, but we do not know that for sure. One random Star name does not prove anything, its just a theory. [quote who="Xenophon_" reply="2" id="3642628"] I dont think a Terran planet could ever be unimportant econimicly or politicly [/quote] You forget there is only a few named planets in the Sins unive

11 Replies 122,599 Views

[quote who="In_dy" reply="1038" id="3642622"] Thanks very much for this mod. It's great and I do not want to miss it. [/quote] Glad you're enjoying it! [e digicons]:thumbsup:[/e] [quote who="In_dy" reply="1038" id="3642622"] After some time the game crashed to desktop. Without a minidump. Is there something that can be done to investigate this? [/quote] Well, the only way I can investigate a crash is if it is reproduceable after loadi

1,119 Replies 3,159,986 Views

[quote]TEC's case is obviously Earth [/quote] Actually it is not obviously Earth. There has indeed never been any mention of Earth, so if it is in fact human's homeworld in Sins, it may have either been lost and forgotten about long ago or no longer has the same economic and political importance. Or perhaps in the Sins universe there's a different homeworld for humans, as in Star Wars.

11 Replies 122,599 Views

[quote who="ZombiesRus5" reply="2597" id="3642501"] unit unlocks ignore priority [/quote] That hasn't been my experience actually. Of course I'm only doing this for special strikecraft research, so it may be different for required roletype frigates.

2,761 Replies 7,653,025 Views