[quote who="Appalachian" reply="4" id="3629485"] Ha! I was getting ready to mention Terra until I saw the last line. I blame sci-fi games for my confusion! [/quote] Yep, it's a useful thing in video games having unique names for our sun, planet and moon :)
ZombiesRus5
The problem a lot of new comers to Sins has is over emphasizing research and turtling. With Sins early game is about expanding out from your homeworld. You might research only a few key technologies in the first phase of the game (Ice, Volcanic, maybe an offensive like Long Range Frigates or defensive tech like Starbases). What you don't want to do is sit on your home world building up defenses and queueing up research. With your starting credits you can build
Interestingly Sol is not an official designation for our sun. Luna is also not an official name for our moon. Sorry, but the Latin terms aren't officially the names for these entities. Now if you speak latin you might say Luna or Sol but again it's not THE official name. And for funsies, The Sun is in The Solar System which contains The Earth and The Moon ;) Our solar system also contains ~146 known moons with more being verified. Our galaxy, i.e
Our solar system is somewhat unique in it's name is the Solar System. Other solar systems are named based on their primary Star/Sun. Just like our moon is named Moon while other planet's moon(s) would have their own unique names. Consequently, the title saying Sins of a Solar Empire doesn't directly reference an empire in our solar system.
[quote who="Cylon_Luvr" reply="2713" id="3629221"] I do agree that the existing Guardian MkII model doesnt really fit with canon, but I think it would be a bit of a waste to completely get rid of it. Could it be used as a cruiser or something? [/quote] I think we'll evaluate the existing models and possibly shift some things around depending on how many new assets we get.
Just an in game test...
[quote who="Mord_Sith84" reply="2705" id="3626852"] Hey Z, Yarlen has said that version 1.83 won't come out until late April at the earliest. Wondering if it would be at all possible to include the above changes considering that we have a bit of time before the release? I'm also ready to send through the new abilities for both the Hades and Guardian caps (and a few other minor changes to some other abilities). I've done all the work, so you should just be abl
Firstly, I like your ship model. It's definitely unique. That said, your issue is likely exceeding the # of triangles allowed. Your model is ~60k triangles. I think one of the old knowledgable modelers put the upper limit around ~50k. If you have a tool for baking detail you could probably reduce that model quite a bit taking the raised detail along the hull and baking that detail onto the texture of a lower poly game version.
[quote who="AKenny47" reply="420" id="3625453"] Oh I know, but I still think these structures should be downsized within the admittedly wacky sins scaling. The thing that I find most annoying is actually the fact that the centrepoint station so often spawns right next to the planet and clips with it, often ending up halfway inside the planet if it were to start rotating to fire. I'm failing miserably in trying to understand the spawn radius values in its entity file, so perhaps you c
[quote who="Jafo" reply="2806" id="3624936"] Just because the center of Capitalism doesn't WANT global warming to exist doesn't mean it isn't happening. [/quote] To be clear... This is OPINION
[quote who="Mord_Sith84" reply="2702" id="3620946"] You've been quiet Zombie... hows things? [/quote] Surviving a lay off... Working lots of overtime... Son is having issues in school... It's been hectic. I thought 1.83 was going to release and had moved the code and patches to that version. I also reached out to see if I could get someone to texture the new model, but not sure if that will gain any traction. Right now the
[quote who="starkers" reply="26" id="3618692"] MS had better not pull that forced update shit with 8.1 or I'll disconnect it fom the net and switch to Linux for my primary OS somewhat sooner. I won't be bullied into accepting crap I either want or need... I don't give a fech hòw big Microsoft thinks it is. [/quote]
Your project has a lot of errors in the entity files that need fixed. There are also 3 particle effects that need fixed. Weapon_SOTYR_EA_PulseGunHeavy_Hit.particle Weapon_SOTYR_EA_PulseGunHeavy_Muzzle.particle Weapon_SOTYR_EA_PulseGunHeavy_Travel.particle I'd suggest installing my eclipse plugin and going through the list of errors and fixing those issues first. This may or may not resolve your runtime issues but I think y
I would get a 970 if you want to see a sizable performance gain. The 960 just isn't as great a card as it's predecessor's in the '60s. In fact some benchmarks have the 960 slower than older cards like the 760. Check some benchmarks and make an informed decision.
[quote who="Madriel" reply="2547" id="3615210"] Also i found in Zombie's EclipsePlugin files with a "ResearchUnlock" research tree. Is it possible to use this research tree? [/quote] It's dead as far as I know. It was something early on in Rebellion where they were considering a new research tree and having the player choose it's faction alignment in game...
[quote who="Mord_Sith84" reply="2698" id="3614627"] Quoting ZombiesRus5, reply 2697 Quoting Mord_Sith84, reply 2695 Weap
[quote who="Lavo_2" reply="18" id="3614416"] Good progress! A very nice change from that 100% black dark side. [/quote] Agreed
[quote who="Mord_Sith84" reply="2695" id="3613483"] Weapons artifacts [/quote] Weapon artifact never went past the prototype I built. Additionally I don't have a unique artifact model for it. At this time it's not officially in the release. The other stuff "should" be. [quote who="luschetk" reply="2694" id="3613358"] Hi Z.! First of all, a good and healthy new year 2016! I found a litte bug in "RESEARCHSUBJECT_CYLON_RAI
[quote who="Nomada_Firefox" reply="18" id="3613507"] Looking this, I would like to say how this patch and the GOG version are probably a big error. It remembers me Star Wars Empire at War and the different versions from the same game where at the end, they added several problems with mods, versions and players. [/quote] hardly qualifies as a big error. [quote who="Nomada_Firefox" reply="19" id="3613509"] Can anybody tell me where can I get the reference files fr
[quote who="dragonhero3" reply="4" id="3612907"] I would have, but I could not actually get the page detailing the basic tutorials that would start me off to actually load (because apparently, the website is down or no longer exists). That is why I initially wrote this post. Is it such a crime to want to get help? Maybe I shouldn't have bothered... [/quote] I'm glad your enthusiastic about the potential for modding. The resources that you are unable to load were not
Adding new weapons without adding corresponding weapon points to the mesh file may cause issues with save games. I can't remember if this happens with Capitalships but I know starbases have an issue with missing weapon points and not firing on targets after loading a save game. If you find capital ships aren't auto engaging, especially for the AI after loading a save game this is likely your culprit. A simple work around would be to add forward/back/left/right weapon points th
[quote who="Seth_Heristal" reply="2537" id="3611512"] Hi i would like to remove or deactivate some technologies from being researched. In particular, i'm making my own map and i would like that only wormholes would allow interstellar travel. So i must deactivate galaxy travel. I've found various reference research modifiers list, but not where to put theese modifiers. Seek game files, no technologies txt apparent. [/quote] If it is a custom map why not remo
Nope, Here are your mod choices... and no, no one will make a mod like this. The mods that are going to be made are already established. I wouldn't expect any relevant new modding for this game until a Sins 2 comes out. http://www.moddb.com/games/sins-of-a-solar-empire-rebellion/mods
[quote who="erikknightrider" reply="2" id="3610773"] well I made a copy of the titan and renamed it as R_Cap_Scimitar so I have a R_Titan_Scimitar and R_Cap_Scimitar and I also renamed the statcounttype to statCountType "CapitalShipBattleship" [/quote] Renaming a file with "Cap" doesn't make it a capital ship entity. Try comparing an actual capital ship file to a titan file and you will see the differences. Again, you will need to invest some time in how to mod sins
Simply that you can't add a titan entity as a capital ship. You'd need to make a new capital ship entity using the same meshes, icons and string entries as the original titan. You would also need to modify all of the Titan abilities to work correctly for capital ships. This isn't necessarily complicated but it will require you to learn more about modding Sins.