Hmm since the first post doesn't make much sence/is a little confusing: Are your problem that... the sfx doesn't show up when the entity starts charging and is this only from certain camera perspectives? the sfx disapears when the entity starts traveling/finished charging (note that you cand define how long the charging will take and doesn't have anything to do with the sfx used)?
gruntmaster1
[quote who="IskatuMesk" reply="1" id="2533508"]I believe it's because they need a hangar hardpoint. [/quote] Ah that is probaly it, thanks for the help.
Hi, after giving my mod a little try at an actual game for the first time (which went horrible btw) I noticed a small issue that I am not really sure of what is causing it. When my starbase and carrier spawns/builds strike craft they are spawend a couple of planets away and not even within gravity wells. I think I remember seeing other people having this problem in the past, but never the solution to it, so I hope some of you can enlighten me :)
[quote who="NarHar" reply="3920" id="2533450"]wait... does version 2.1 work with entrenchment 1.05??? [/quote] No vanila sins 1.05
2.1? what version and expansion of sins do you use?
[quote who="RestlessMind" reply="2352" id="2533241"]This mod is really cool! If I want to use just the planets from Distant Stars and merge them with the ones from Celestial Bodies, what do I have to do? [/quote] Copy over the Planet(Name).entity files and add them to the GalaxyScenarioDef file and the research to be able to colonize them (if necesary).
[quote who="Ryat" reply="3" id="2533003"]I recommend two things First, if you already have the original game of sins then it is cheaper to buy each expansion by itself (each one cost $10 for a grand total of $20) as opposed to buying Trinity which cost $40. Trinity merely allows new players to get everything at once Second here is a great mod that makes changes on research and adds planets but overall gameplay is still the same Distant Stars And yes its D
Try and run the mod with the settings on lowest. Activating mods will require more ram and the Sins enginge can only handle a max of 2 GB ram.
[quote who="Ryat" reply="1" id="2532990"]means wether or not they can bomb the planet [/quote] Actually tht is another line that difines that. Frigates can have levels that increase their bombing level and other specs. These levels increase when the ability which spawned the frigate frigate increases. The FrigateSiegeTurret entity file shows how it looks when the bombing levels are set to TRUE.
reply 13 in this thread have the latest reference files for all versions of sins: https://forums.sinsofasolarempire.com/375299
The problem is that those files are not only old, but ancient. Having an updated reference for newcomers however might be ood, since converting files seem to be a problem for them.
Do you get error messeages or what is the problem?
Acording to another thread, as mentioned by harpo, you have to remove some of the files in the pipelineeffects folder: https://forums.sinsofasolarempire.com/375189
You can't directly give them upkeep by a percentage, but you could make them generate a negative amount of credits and resources through a passive ability. And btw, the ships themself don't have any upkeep, but the upkeep lies in that your income gets reduced by a certain percentage when you have completed the research.
Hmm first the idea, while cool, didn't seem to fit to any of the currrent ships. Actually I had thought giving a blackhole/gravity missile which would deatonate at a frigate and then pull surrounding frigates together. Now I though I found a midway of the two abilities. The capital hip will fire a beam on a frigate and disable it and then it will fire tractor beams on nearby frigates that then will pull them together.
1. copy over the gameinfo folder in your install folder to the v1.19 mod folder. 2. Use harpoes or another bin to txt converter: https://forums.sinsofasolarempire.com/353296 and convert the gameinfo folder in your mod folder to txt. If for vanilla sins skip step 3.-5. 3. copy over the gameinfo folder in your entrenchment folder in the install folder to the v1.05 mod folder. 4. Also convert thi
Erhm guys, the update only contains ballancing and engine changes. There wasn't made any difference in the file structures so the mod still works. There seem to be a minor string error in the main menu, but that is pretty much it. I will not be at home this weekend so you will have to wait a little for a patch to fix this.
Since I talked about that your suggestion already had been implemented and I just more or less finished it I thought that I would show it to you :) http://www.youtube.com/watch?v=D5m-oNhj9TY
Use harpos sinstextbinner which you can get here: https://forums.sinsofasolarempire.com/356807 Simply run it, select txt, select the mod you want to convert and start the process.
Yeah, it would be quite different from the other mods xD but sadly Humor != Sins community.
There aren't any open up to date beta, but there is a closed for entrenchment. You can get it by applying for play tester status at the danman forums: http://danmangames.com/forums/index.php?board=55.0
[quote who="asadex" reply="6" id="2523995"]You can edit a particle effect that shows the "shot" and the "recharge" effect after the shot ( for example 5 seconds long) later take a look to the entity files of the ship you want to mod and modify the "recharge" time of the weapon setting it as long as the particle effect you made. So it shots, recharge ( with the effects ) and it shots again each 5 seconds [/quote] That would kind of go against
The Beam blast ability might be the most accurate ability, though it is not possible with normal weapons.
The problem is that version 2.1 doesn't work with entrenchment (not sure about vanila 1.081, but i doubt it) the newest version is 2.5g, but it is only avaible for testers.
Only starbases can be changed to move and in order to make them do so you will need to change these lines: maxAccelerationLinear 0.000000 have to be above 0 maxAccelerationStrafe 0.000000 maxDecelerationLinear 500.000000 have to be above 0 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996 maxSpeedLinear -1.000000 have to be above 0 rotateToFacePlanet means that if the starbase doesn't move then it will sart turning until it "faces the pl