This^^
Ben.Wasden
The server maintenance must be taking longer than expected, hopefully they might release it by late this afternoon. Otherwise it won't be till next week (don't think they work weekends). Unless they have discovered a few more bugs or want to add a few more compatibbility things for Rebellion.
Thank you Microsoft Security Essentials for removing that add aware thingy. :P
[quote who="Yarlen" reply="111" id="2976666"]Quoting GoaFan77, reply 109Awesome Yarlen! Now if you could just tell us when 1.32 will be released I think that will be all I have to bug a programmer about for the time being. Aiming tentatively for this Thursday. It'll depend on how well the above mentioned server maintenance goes.[/quote] Apparently its tentively scheduled for this thursday, unless the Server Maintenance doesn't go as scheduled, I thin
Well the 1.31 hotfix didn't quite fix all, and Yarlen has stated they are working on a proper hotfix/patch 1.32, not sure on the release date but I think its the next week or so (no promises though), I just know definately they are working on a 1.32 patch. If you read yarlen's posts on the 1.31 change log, you can read it yourself. P.S. No worries Dolynick, just thought you might like to know in case the day you release your fixed version
There will ba another hotfix coming out shortly, wait until 1.32 is out before working on it, as it will only break your mod again. Unless you can afford the time ;)
I want to say a personal thank you to Yarlen for answering the questions posed by the Community, taking on board idea's, looking into queries/bugs stated by the community and all in all keeping everyone informed and keeping up the communication between the Devs and the community at large. Well done Yarlen and thank you.
+1 for support toward modding the Pirates!!!!! :D
Thanks for the response Major Stress, even if its an optomisation of particles, meshes and textures its still worth a down load, and memory that is saved no matter how small is worth it for any Mod that wants to add a load of new content. Please keep it up, it is an awsome project I am thrilled to hear that the Devs included many of your fixes!!! If that doesn't prove this project was/is still worthwile I don't know what would. A loyal fan to TSOP, Ben.
To all TSOP people who have helped contribute to this AMAZING Mod, please do not give up hope. The work and progress that you have made has been terrific, and has astounded me personally. Even the Devs have admitted the work you have done is fantastic and if I am not mistaken got them to implement or look at some of your work in the patches they released. Please, Please continue to optimise sins whilst keeping the same quality, I will always use this mod when creating a
I think these 3 new rebel factions will in fact play like 3 new Race's. You could play a game and pick normal Advent vs Rebel Advent etc etc, they will have there own unique looking units, structures, theme (they are of course Advent, but they will feel almost like a completely new race) thats the beauty of rebellion, it mixes something old with the feel of something new.
[quote who="Kitkun" reply="2" id="2959067"]It's going to be late this year at the earliest. Early next year more likely. [/quote] Ty for the "on topic" answer, believe it or not the Original Poster was probably being sincere in his question as I too was curious for a rough date of its release, now I know roughly when it might be I can relax, and stop constantly checking there website on a daily basis :D I thank you for the
Sometimes I do it to see how my experiment turns out, especially with the Dev.exe as I can keep modding whilst they are all fighting and I can watch the results.
It isn't needed, an Advent Capital already in game has this ability to capture other ships ;)
I would like to see Pirates development taken a step further. 1) Allow them to construct new ships at there home bases. 2) Allow them to construct Capital Ships 3) More tech for pirates to compete with High Level Players 4) Change targetting priorities for Raiding parties, target anything which causes them damage, then focus on things like trade ships, structures etc 5) Allow Pirate bombers to be in the raid parties from an early stage again 6)
You can make this as an ability quite easily, I gave this ability to my experimental Pirates. When raiding a Players Planet, they would take over any nearby enemy fleets along with any orbital structures. You can mod the ability so they can only take over certain objects, I just let them take everything, they are Pirates after all ;)
Kyogre12 Your Mod is AWSOME, take all the time in the world. To all the impatient Fans who keep moaning, why don't you learn how to mod and then you can play BSG Mod all you like, or better yet you could help Kyogre12 finish this mod ...
Apologies for double post, this worked perfectly in my test mod and actually I feel made the ship feel more believeable. If you paste that into the entity file, it shoots beam weapons (similar to the Advent Carrier) from the bottom front 2 and the back 2 turrets (which just feel right, as they look like beam turrets and are different looking to the rest of the turrets). The 2 middle turrets fire the purple plasma weapons along with the now working top two turrets.
[quote who="Teun-A-Roonius" reply="17" id="2970905"]Since this hotfix I get a minidump error when the AI completes any attack planet mission I send them. This did not happen before the hotfix was released. Anyone else having this problem? Oh, and if you are still going to update the hotfix Yarlen (which I certainly hope) please fix the upper two laser gun turrets on the Advents Relevation Class Battlecruiser cause they don't shoot(I will keep asking you to do this till it gets
@Goafan - The trouble is you can have a lot of Pirate bases in Standard Sins maps :)
I uderstand what your saying GoaFan 77, but why do AI Players completely ignore Pirates and not treat them like an opposing Player? I.E. attack there base when there are no other immediate threats other than Pirates nearby? In Maps with a lot of Pirate bases this is especially a problem (not talking about my mod) you can have a lot of Pirate Bases in normal maps especially with the map creator, so for AI Players to just ignore them?? I have never tried this but maybe create a map wher
[quote who="Wrath89" reply="61" id="2968175"]Quoting Ben_Maxwell, reply 601) AI Players will under no circumstance on there own accord will attack Pirate bases. So in the end its completely up to Human Players to wipe them out. Not quite. If the AI has enough resources and the pirate base is the only route through to the enemy, they will attack it - otherwise, they'll leave it alone (which is a pretty good idea anyway). The AI doesn't view the pirates as a severe threat, an
Three things I will point out that have bugged me recently. 1) AI Players will under no circumstance on there own accord will attack Pirate bases. So in the end its completely up to Human Players to wipe them out. 2) When Pirates are raiding, they go after trade ships only??? So there is a huge armarda of Pirate ships and they are getting successfully picked off one by one, because they are not attacking things like the defence platforms, star bases and hangers
Well done Nova, I know what you mean by Planet Entity files, I spent a great deal of time on my map also, just when you think your finished, you find something which would be better this way and then have to change it for all of them ... again! :)
Good Stuff!