[quote who="AKenny47" reply="362" id="3608684"] Everything looks great in the new version so far (although the new skyboxes you added seem to be a lower resolution than any in v3.0...?), but there is one major new thing that I noticed: the debuff for the empire when losing a planet has stopped happening for me. I made sure to disable any of the minimods in case they were conflicting with the new version, with the same result. I haven't tried reinstalling yet. [/quote] Yu
GoaFan77
[quote who="Darvin3" reply="1" id="3608608"] Well, here's what Blair said on the GOG forums . Not exactly a hard date, but it does imply near future. Oh, and hello again everybody. It's been a while [e digicons]^_^[/e] [/quote] Indeed it has Sir Darvin. Glad you finally have a reason to come back to these parts. Now that we have two commu
Hey Ironclad/Stardock, As a modder, I've gotten some comments about my mods not working for the GOG release of Rebellion. Apparently this is because GOG players are already on Rebellion version 1.83, while us old timers on Steam are still on 1.82. Is there any ETA on when 1.83 will be released, so I can get out an update for all the new players (plus perhaps take advantage of some of that awesome new modding stuff Blair did [e digicons]:thumbsup:[/e] ). <
[quote who="AKenny47" reply="359" id="3607760"] Cmon! Release it, it's nearly Christmas! [/quote] It's out. [e digicons]:thumbsup:[/e] <img src="http://button.moddb.com/download/medium/94647.png" alt="Star Wars: Interregnu
[quote who="v0ltt3crafter" reply="5" id="3607001"] In the Istall Directory are only two "gns-sset folder. Must i reiinstall it? Or what else? [/quote] That is not the right directory then. Wherever the ".exe" file for Sins is, the dev.exe should also be there.
Should probably post this here. :p TL;DR, a new update is coming out soon, and please vote for Interregnum on Moddb for mod of the year! Seasons Greetings to all Modders Everywhere, December is always one of the most exciting months for me, and this year it is unusually busy. We have months worth of updates to release to the Enhanced 4X Mod and <a href="http://www.moddb.com/mods/star-wars-int
[quote who="Lavo_2" reply="536" id="3606401"] It's probably too late for this, however, would be possible to have an instantActionTriggerType that checks if shields are down, or if they are at 5% or lower? This could allow for some neat abilities. [/quote] I feel like we've talked about this before, but I have a decent method for this that I use in several abilities that do extra things if the targets shields are down. You know how to bug me for the details.
https://forums.sinsofasolarempire.com/410160/page/1/ Go to install directory, launch "Sins of a Solar Empire Rebellion Dev.exe", hit [ctrl+shift+.], have fun.
[quote who="Canitbedude123" reply="527" id="3606158"] More crazy ideas: allow us to name AI players and choose their player portrait! This would help immersion in some mods. [/quote] There are lines for this in map files and for neutral players. Not entirely sure if all of them work though.
[quote who="AKenny47" reply="353" id="3606075"] The strike cruiser's "covering fire" ability doesn't seem to autocast on friendly frigates, and in order to autocast on these ships appropriately, I had to add in: [/quote] This is by design. Since you are clearly looking at the files already, you'll notice there are lines that govern how autocast is used. Including. aiUseTargetCondition "IsCapitalShipOrStarbaseOrTitan" Basically, th
[quote who="harpo99999" reply="1" id="3604716"] to do this you would NEED to make a mod (one method would be the planet entities and edit them)and play with the mod active, and the so-called trainer cheats would be useless in the game anyway. harpo, the ghost NON-subscriber [/quote] Or he could simply use the developer.exe and use the "No Slot Restrictions" option. No work or third party software necessary.
[quote who="Lavo_2" reply="516" id="3604513"] Quoting Madriel, reply 515 Since this has turned in some kind of wishlist, would it be possible to improve abilitys for squads/figthers? Like "ApplyBuffToTarget" or "ApplyBuffToSelf" so the squad can start a unique attack or improve itself for a period of time. Something like t
Buying PC games used is pretty much ALWAYS a bad idea in this day and age. If you wait you can get them for similar prices on digital sales on steam, GOG etc. And you will then be able to download the game as much as you want. What version of the game did you get exactly? For North America for example, the latest expansion Rebellion has never had a physical release. You could try to email Stardock support with a photo of your purchase/key and hope they'll be
[quote who="Lord_Set" reply="513" id="3603452"] Is there anyway you guys could find a way to allow more than a single faction change. It could allow for some interesting tech options to allow multiple branches within a faction. Even a "If Unlocked then "Insert_Research_Name_Here" Unavailable" option would add some serious complexity to a tech tree. [/quote] So you've tried doing multiple faction changes? Just looking at the files I don't see why you couldn
[quote who="Blair Fraser" reply="351" id="3602835"] Patch should be coming late november, early december. [/quote] You're spoiling us Blair! I didn't even know you read our mod posts, let alone would pop in and answer a question like that from another conversation. [e digicons];)[/e] [e digicons]:thumbsup:[/e] [e digicons]k1[/e] Thanks for the heads up!
[quote who="AKenny47" reply="349" id="3602622"] The graphical improvements look very impressive. When will the 3.1 version be released approximately? And I checked that volcanic texture; it's definitely not in vanilla Rebellion, so it's likely a texture brought in by your mod. It occurred both in windowed mode and with different resolutions. [/quote] There will probably be an update of some sort in December. Unless we get a Sins patch tha
[quote who="DANMAN3712" reply="508" id="3602338"] But not the way I want it. Basically, in 7DS for example, we have 10 races. Some of those races I want to be Xenophobic from the very start of the game, and hate every other race, except themselves. If they run into a player of the same race, they would befriend them, but will want to war with all the rest. I also want some races to love everyone, and be loved by everyone. That kind of thing, which harkens ba
[quote who="DANMAN3712" reply="506" id="3602332"] Also, another would be request would be for racial diplomacy. I wish there was a way to make players love or hate each other based on racial type, not the player. For instance, in vanilla terms, the TEC would start the game wary of the Vasari, but hating the Advent. being able to code that into either the playerrace file or some kind of diplomacy file would be great. This would allow for more storytelling, especial
[quote who="DANMAN3712" reply="499" id="3601588"] Blair, is the any way to increase the different kinds of weapons, instead of the hardcoded limit? It's easy to rename them to what you want via strings, but when you have over 10 races like we do in 7DS, you start to run out of weapon types. Being able to create other planet types would also be VERY useful, making Sins be able to be much more diverse. And may I say that finally being able to destroy a planet with a w
[quote who="Lavo_2" reply="497" id="3601440"] Quoting Wintercross, reply 496 My original plan was to make AI versions of each faction (and use the faction selection menu for player and AI versions) that just use frigate variants with alternate versions with the upgrades or something along those lines. <br
[quote who="Unikraken" reply="491" id="3601332"] Quoting Blair Fraser, reply 490 Figured out why the whole Ai stalls if its building a titan. Will fix for 1.84. OMG thank you Based Blair!!! Would you mind explaining the issue? Is it something we can compensate for
[quote who="harpo99999" reply="346" id="3601265"] goa probably means that he uses a batch file to convert between text & bin modes harpo, the ghost NON-subscriber [/quote] Uh, yes I did. .bat, .bin, late at night it is very easy to confuse. :p [quote who="AKenny47" reply="345" id="3601164"] Woah there! Brief explanation? Or link to a tutorial perhaps? I'm afraid that I am completely illiterate in most of the things that you would likely get up
[quote who="ZombiesRus5" reply="485" id="3601143"] Quoting Wintercross, reply 484 Yeah, please consider fixing the starbase thing! How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only? [/quote] He could always just give the AI ca
[quote who="ZombiesRus5" reply="5" id="3601154"] At this time there are no missing modifiers, however it will be updated after the next release which will apparently have some new stuff added. [/quote] There are some missing map validation entries though, last I checked. Mainly these, which I just started using in maps fairly recently. asteroidCount 2 asteroid maxRefineryCount 1 extractionRate 0.400000 refineryRate
[quote who="Lavo_2" reply="478" id="3600996"] Not a coding request, however, would it be possible to have Sins' exe be flagged for Large Address Aware, to allow for the game to use up to 3GB of memory? Virtually all large mods, and even regular Sins multiplayer to an extent, end up hitting the 2GB RAM limit resulting in instability or crashes. Further, from what I have gleaned, enabling the LAA flag has no negative impacts on any post-Windows XP computer in terms of performance or st