[quote who="John Markman" reply="256" id="2521278"]i want to play it but it does not work on v1.181, what's wrong? is it for entrenchment or vanilla? [/quote] I wouldn't mind updating it, but it currently seems like rapidshare don't like me so mutch.
gruntmaster1
[quote who="Archangel1980" reply="70" id="2521181"] Quoting LCCX, reply 69 @ Archangel1980: Yes, I exactly intend to have 1 separate mod for each race adding it, and only it, to Sins. Since you can enable multiple mods at once, if you want to play/interact with multiple EVE races, you just enable the mod(s) of the races you want to play with for that game. Especially given the new increased hardcoded limits, I see no reason to do otherwise. Is there some reason you
As far as I know, it is only possible to edit the individuel ships, the size of the raid and how different things increase the raid strength. It is not possible to change the way that the AI behaves.
[quote who="IskatuMesk" reply="60" id="2521269"]IsAttachedToEmitter: Uncertain of the importance of this parameter.(particle forge) ^ This changes the behavior of particles connecting to the emitter as it travels. I use it for engine effects and for missile trails so they don't "stick" to the emitter, making actual trails that change as the emitter moves around. Otherwise they are always "stuck" to it and the best example is an engine trail that makes a trail of fire, the fire will
[quote who="IskatuMesk" reply="17" id="2519512"] Quoting gruntmaster1, reply 15 I had the same problem as you with particle forge and the solution is quite advanced. Ok hold on what you have to do is... press on the bar on the right and lift it up! It took me like days to find out that, that was what I oversaw . omfg are you serious I never noticed that white bar YET IT'S SO OBVIOUS ARGH. That's a pretty retarded oversight comparable to some of the
I had the same problem as you with particle forge and the solution is quite advanced. Ok hold on what you have to do is... press on the bar on the right and lift it up! It took me like days to find out that, that was what I oversaw xD.
Convert the mesh file to a txt if it isn't already and then edit it like normal enities.
A lot of people are talking about blender being a good program, though I don't know if this is only for making the model or if it includes adding the textures.
Oh, that is annoying. The texture looks quite interesting. well good luck on finding a suitable program :). Btw what version did you use of xsi? I think the version 6,5 that you can find in danmans toolpack was before it got bought by autodesk and it might not have this force to buy feature.
Did you have the ship added to a race before making the new race? I think when it loads that it only checks those frigates that is registered in one of the race files. An example is that if you have an ability that refers to a buff that doesn't excist it won't say anything when loading the mod. Then if you hover your cusor over the ability ingame you will get an error telling you that it couldn't find the buff and then minidump.
ah, misreaded your reply btw I have tried every link now i think with the same results, I can solve it by moving the diplomacy map out of the install folder while making the manifest. Also I don't know if this helps, but the diplomacy tick has three questionmarks after diplomacy.
oh the date for my manifest maker is 27/5/2009 so must be an outdated version, I'll try the other one and tell wether it worked or not. EDIT: goddamn cyats, they hate everything we stand for.
Hey harpo, first thanks for giving us these tools, its really helpful :) Now to the problem, after i got diplomacy yesterday the manifest maker keep including the the diplomacy entities even though i untick the box in the manifest maker. I could solve this by moving my mod to diplomacy instead of entrenchment xD, but I would prefer to finish it in entrenchment and then move on. The version I downloaded is the one from 1/1/2010 dropbox.
[quote who="WilliamLeverett" reply="753" id="2517291"]Alright so I really want to play this mod, but it mini-dumps once loading screen has finished and game has started. Help? [/quote] What version of sins are you using? if you use 1.041 then you will need to update some files (I will have a patch ready in some min.) also the pipelineeffects folder cause minidumbs to some people (I beeing one of them) and deleting the folder will solve the problem. <a title="updates v2.5
erhm: https://forums.sinsofasolarempire.com/373470
Basicly from the modding perspective there is only 2 classes frigates and capitals. The difference is the way their file is built and other limits like only capitals can get experience and frigates can be deployed by abilities while capitals can't. Also Only frigate type files/entities can be build in the factory, while only capital files/entities can be build in the capital shipyard. You can implement more classes by giving ship different research requirements so that there are some that you
Did you use the dev.exe? Because if then i think it is because all the errors just made it crash. These kind of errors usually isn't harmfull as they don't cause any minidumbs or other crashes, but can be quite anyoing when you have to test things with the dev.exe version.
I am not that mutch into making maps, so I can't say for sure, but I don't think that it is possible to do that.
Then there is always Newboergs rezise tool ;)
for the instant use you could do so that the ability aplies a targeted buff to itself and then the buff will apply the buff to target with entryvechile on bufffinish and give the buff a timeelapsed finishcondition and make the buff channelling. That way it wont be able to use it instantly and you could alter the target filter to not include capitals, then again it might become less usefull.
It is easy to make a race start with a specific capitalship, you have to explain the other part in more detail.
Hmm in theory it is just altering the target filter and constraints of the original capture ability and yes you could do so that it uses a entryvechile to capture it. Then again my ability theories seem to rather go against me then with me -_-.
[quote who="Valykry" reply="8" id="2516340"]I've replaced the image of my untextured ship above with a shot of the same ship i textured since my last post. [/quote] Thats not so bad, atleast seen from my (a noobs) perspective. [quote who="SuperZERO0" reply="9" id="2516362"]How about "Scooty Puff Junior" Na! only joking. what about "Terror Glide", "Bolter"or "Scourge" [/quote] :D Yeah let me call one of the titans that. "Oh nooo! Here come the
Actually, as I said, only the 15 will be constructed. The limit is as MacKnightt says doe to a limit in the space on the construction page where there can be 9 on each page. Because these are made from a star base which would be the same as a normal factory, except I can increase the build rate through upgrades :), there is only 2 avaibel pages, the frigate page and the cruiser page which means a total of 18 spots (still leaving 3 spaces free). The last 15 will be spawned from an a
Actually I already made something like this xD. The Yggdrasil (mothership) can upgrade to a superweapon. The upgrade has 9 stages and the weapon wil be avaible at the last stage (not sure if it should also require a research). Its a beam weapon/ability which can target any planet and will destroy everything in the gravitywell including own/friendly units. And also thx for offering the 3d model. Currently the ships looks/originality almost deal more damage then their weapons xD. <