GoaFan77

GoaFan77

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

[quote who="Scartch" reply="2" id="3629166"] Is there a way to pick the faction that you want to play? [/quote] There should be a sort of question mark button that says random when you are setting up a game. Hit that to change your faction.

33 Replies 168,458 Views

Probably. If the version at the bottom say 1.0, yeah you have quite a few patches to get. If you registered your game or still have the key you might be able to get the latest version from the Stardock store. You're now three expansions out of date so a lot of stuff you may read about may not be in your version of the game. :p Most of the player base is now on the stand alone Rebellion expansion.

33 Replies 168,458 Views

[quote who="n64ra" reply="3" id="3628652"] Do you say get Rebellion because it is better than Trinity/ Entrenchment/ Diplomacy or does Rebellion include those? [/quote] Rebellion is the most recent version of Sins, and has all the Entrenchment and Diplomacy features. 99% of people should get Rebellion if possible, since that's where most of the players and mods are now days.<

6 Replies 22,672 Views

[quote who="AKenny47" reply="433" id="3628249"] What? What code? How can you see the game's code??? Is it...MODDABLE?!!!!! [/quote] Just an expression meaning I looked at the mod files lol. I'm a programmer by trade, so I tend to use the same lingo for modding. [quote who="psychoak" reply="435" id="3628522"] Pretty sure there isn't one... [/quote] See my post psychoak, that was right from Yarlen.

577 Replies 3,003,212 Views

[quote who="AKenny47" reply="429" id="3628046"] Random question: What is the difference (if any) between the shield/hull point restore rate , and the shield/hull point restoration buffs in Sins? [/quote] I might have them mixed up, but I think shield restore rate (whatever overlapping shields on the MC80 Liberty gives) is a flat percentage to the passive shield regeneration rate for the ship. Shield/Hull Restoration is more interestin

577 Replies 3,003,212 Views

[quote who="Nomada_Firefox" reply="527" id="3628030"] I finished the addition from the voices but I want improve some textures and models. Perhaps even I will add some new. But I will upload all the voices in a pack the next week. [/quote] Well, you may as well wait until the 1.83 patch is formally released in April I suppose. Don't worry about the voices, I was just going to check and see what you've done with the mod.

579 Replies 1,637,027 Views

[quote who="AKenny47" reply="428" id="3628011"] aside from the obvious stacking buff of 10, the 16.333... buff is a bit of an odd value to choose for a single buff isn't it? [/quote] I am certain I did not mean for it to stack 10 times lol. I changed it to stack once but buff it to 20%.

577 Replies 3,003,212 Views

[quote who="f4stjack" reply="2" id="3627807"] Any news on the no sounds on weapon firing situation? [/quote] It's been fixed in the Steam opt-in beta. So the next update on GOG would have it fixed I imagine.

7 Replies 12,287 Views

[quote who="AKenny47" reply="426" id="3627907"] Any idea how the "Industrial Experts" ability on the capital/titan factories could be set to autocast on a planet more than once? As it is, the aiUseTime and aiUseTargetCondition set to "anytime" and "any", means that having more than one of any of the factories doesn't stack the build time reduction buff. At least, not without manual input... [/quote] Honestly I'm not sure if I meant for it to stack...

577 Replies 3,003,212 Views

[quote who="AKenny47" reply="423" id="3627039"] I actually prefer the older ones... [/quote] Why? :p [quote who="AKenny47" reply="423" id="3627039"] Tell Max to stop traumatizing me with these new models, and instead update the unfinished textures on the Bellator and MC80A! [/quote] Max has his own reasons for making these, not necessarily just for this mod. He does whatever ships he pleases, and I doubt he'll ever do a Bellator. I am eagerly l

577 Replies 3,003,212 Views

[quote who="AKenny47" reply="420" id="3625453"] It was on the Vasari corvettes that I noticed it, so perhaps this is the only model that has the weird inflated bubble thing going on. [/quote] Vanilla corvette shields will be the proper size in the next version. Also, new models for the Vindicator and Immobolizer cruisers. Made by Maxloef. <img src="http://media.moddb.com/images/mods/1/24/23614/20160317215207_1.jpg" alt="" width="1920" hei

577 Replies 3,003,212 Views

I'm not an expert on this, but you may have hit the size limit. The largest uncompressed mesh I use is around 12 MB, yours in 20. I know there is a limit of some sort but I couldn't tell you exactly what it is. Double check the XSI converter didn't give any errors. Things like using anything but triangles causes issues in Sins for example.

9 Replies 56,258 Views

[quote who="AKenny47" reply="418" id="3625309"] While you're changing meshes, do you think the starforge and (especially) the centrepoint station meshes should be reduced? I think they do; they are obscenely large in comparison to any planet. [/quote] Planets and ships are sadly not to scale at all in Sins. When you get to the largest units in the mod, scale becomes incredibly awkward. They are actually at a bit of a compromise size; if I scaled them to

577 Replies 3,003,212 Views

I think you're missing the fact that culture spread rate is divided by the number of phase lanes a planet has. A planet with one phase lane might generate 10 culture per second on that one phase lane. An identical planet with two phase lanes will generate 5 culture per second on both lanes, for a total of 10, the same as the first. A planet with three would generate 3.333 on the three lanes etc. So you're probably not gaining or losing culture, the culture just gets spread aro

2 Replies 11,865 Views

[quote who="BIGHORSE1" reply="2559" id="3624676"] (Re-Posted here from the Modding Thread) So, I've recently started playing SOASE again, and am playing the Rebelllion Mod, "Distant Stars". The Fleet Supply is set at (max) 4000. I want to reduce that back to the default of 2000, 0r even 1000 due to massive lag when playing all Rebellion factions at once. I've tried this: fleetSupplyData-Small &nbs

2,761 Replies 7,654,575 Views

There's been a bit of debate on the ship shields in this thread. So here's a proof of concept of what we could be doing with shield effects, and it saves us a lot of memory. [video]https://www.youtube.com/watch?v=Ej3QKC8SE7g[/video] [quote who="AKenny47" reply="413" id="3624165"] SP00KY [/quote] Indeed! [e digicons]:omg:[/e]

577 Replies 3,003,212 Views

[quote who="Lavo_2" reply="2556" id="3624492"] General warning; setting boomMinShift to a value equal or larger than 1.0 will cause Sins to periodically throw RandomStream errors throughout a match. [/quote] What file is that?

2,761 Replies 7,654,575 Views

[quote who="Foppio" reply="4" id="3624150"] Also, I've been playing Diplomacy. Perhaps in Rebellion they make more sense. [/quote] The pirates were ridiculously strong in Diplomacy, especially in 1.0. Basically the expansion before that, Entrenchment, made pirates a joke since they had not chance versus starbases. People complained about pirates being too weak, so the devs made them strong enough to take out starbases. Then another equally sized group of people complaine

15 Replies 128,650 Views

[quote who="aidankenny" reply="411" id="3624106"] A minor gripe I have always had is with the audio in this mod. While big improvements have been made in the last few months - especially with Vader's voice - I still feel that the weapon fire sounds for the Star Wars factions desperately need to be lowered in volume for the beta release. They overpower the sound volume of all of the vanilla weapon sfx, and also do not seem to fade properly as the player scrolls out, s

577 Replies 3,003,212 Views

[quote who="Nomada_Firefox" reply="523" id="3624035"] I am adding all them in the original ogg format from the game, clearly the best. [/quote] Awesome, I know a lot of other mods just use Ogg as well. That will make it easy to reuse them.

579 Replies 1,637,027 Views

[quote who="DudeTheMan" reply="2" id="3623957"] I've got your mod and the minimod downloading now. Going to check them out. Not to be an ass.. But, if your mod isn't doing it for me. Does the minimod still work by its self? [/quote] Afraid not. Basically the core mod adds the ability of the other races to use phase gates, but the research for it will not appear unless you use the minimod. It is not functional by itself. [quote who="DudeTheMan" reply="2" id="

3 Replies 5,523 Views