[quote who="SpardaSon21" reply="2175" id="3415040"] Thanks. I'll be sure to post some more, then. Also, how did those music files work out for you?[/quote] I can see why you liked them. I haven't done anything besides listen to them though yet.
ZombiesRus5
[quote who="SpardaSon21" reply="2172" id="3414911"]I don't know if you're accepting any submissions for non-FoK parts, ZombiesRus5, but here are a few strings for the Hypercorp: [/quote] [e digicons]k1[/e] Sure- these look really good.
[quote who="Cylon_Luvr" reply="2171" id="3413658"]- Need to fix up the abilities for Cylon moon bases.... Could you copy the current abilities for the Cylon starbase across to the moon base? - Moons don't seem to "attack" properly? I think it does attack(because ships are taking damage), but you can't actually see any missiles being fired?[/quote] 1. Maybe. I need to make it's scripted to move the right files from the cylon folder to the moon folder to ha
[quote who="Daiwa" reply="1047" id="3415015"] Quoting GeomanNL, reply 1046Whatever the case, the world will be a very different place in 100 to 200 years from now. Don't need science, junk or otherwise, to know that.[/quote] You do need a lot of fear to enact world wide population controls and wealth distribution via supposed ECO Taxation.
[quote who="mezlabor" reply="6" id="3414391"] theres a field in the entity file requiredPlanetBonusesCount x its usually set to 2 Im turning it up. [/quote] You want to increase the artifact research level in the planet entity file. Then give appropriate increases to artifacts or bonuses you want available at that level. Edit - I should also point out if you want the more random bonuses in a map you'll need to set the bonus density higher in the *.galaxy fi
[quote who="GeomanNL" reply="1017" id="3414357"] This shows how we've broken a cooling trend of the last 4,000 years. http://www.realclimate.org/index.php/archives/2013/09/paleoclimate-the-end-of-the-holocene/ [/quote] Rofl... from your article: " However a puzzle remains: climate models don’t seem to get this cooling trend over the last 5,000 years. Maybe they are underestimating the feedbacks that amplify the n
Yarlen already answered this... https://forums.sinsofasolarempire.com/447729/page/5/#3413349
[quote]I have 400 dollars[/quote] Do the same things you did to earn 400 dollars, then you will have 800 dollars. Problem solved.
No but if you put spice trade in more than once it should increase the odds it is chosen.
This thread certainly has covered a lot of broad topics.
[quote who="TobiWahn_Kenobi" reply="4270" id="3412725"] Texture for Leshath is finished, but I have a peculiar problem when the model is converted to mesh. 2 faces are inverted by ConvertXSI, which result in an optical hole in the mesh. I hate ConvertXSI. Even with --nooptimize it does not work. Has anybody experience with turning faces by hand in a mesh?[/quote] Do you use Softimage XSI? I believe you can select the polygon that's inverted and then perform Poly. Mes
[quote who="Seleuceia" reply="988" id="3412839"] Okay, I can't help myself... Quoting psychoak, reply 978Solar radiation is a force. Is no one more serious than me going to address this?[/quote] The driving force for atmospheric motion is the sun and, in particular, the uneven distribution of solar radiation across the earth...
[quote who="Mord_Sith84" reply="2168" id="3412864"] So what does the new update include?[/quote] Various bugs identified by the community here and other things I identified I fixed in previous posts. I didn't get any of the new effects or sounds in. The cylon planet with the crashed basestar is the starting moon for Cylons when the Moons Addon is activated. I plan to add this to the Kobol package as a placeable planet. Language translations that are c
Fall of Kobol: Build 26 Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.52.26 (Full Version) </p
[quote who="Ekko_Tek" reply="35" id="3412712"]Radiance I am less sure about as I honestly don't think I've ever opened with one[/quote] Your probably better off spending the 50 supply in corvettes.
[quote who="teeheez" reply="2014" id="3412024"]Theres no good way to do it through the technology itself as opposed to the artifact?[/quote] No, The way I described is the only way you can seed a faction with a research bool modifier. I can't recall if the RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL has a GSD entry or not. Scan the file for the artifact entries and check and see. If there isn't one you'll need to add that as a possible planet item type (and increase the
[quote who="teeheez" reply="2012" id="3412016"]Any idea how to make a faction start with the Galaxy Travel / Inter-Star phase drive already researched? I found the entity file for the technology "RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL" but it doesn't look like that is the place I need to be. [/quote] You need to add that artifact to the Map or galaxy scenario def as a starting planet item for each faction.
[quote who="Seleuceia" reply="10" id="3411879"]I wish I remember who did the tests[/quote] It was Pbhead and the result was simply as shield mitigation rises PM effectiveness increases dramatically. And 5% PM damage means 5% of the damage bypasses both shields and shield mitigation. It's not a chance to bypass, they flat bypass. When shield mitigation is at 60% that 5% PM is still hitting hull/armor at 5%. When mitigation is at 70% that 5% is still hitting hull/arm
Looks like some of you kids need some course refreshers... http://www.sciencekidsathome.com/science_topics/hot_air.html http://kids.earth.nasa.gov/archive/air_pressure/
[quote who="Seleuceia" reply="952" id="3411744"] Anthony Watts is a chump, I prefer to get my information from John Lear... http://www.abovetopsecret.com/forum/thread284985/pg1 I really don't even know why we are arguing this...Venus isn't even that hot...[/quote] Sounds like a mod for Sins...
[quote who="Seleuceia" reply="948" id="3411672"]Quoting ZombiesRus5, reply 946 Huh? Wind is the result of differences in Air Pressure! This is pretty basic stuff here. Zombie, those pressure differentials are due to temperature differences across the surface of the earth, differences that primarily exist because of sunlight and how it interacts with the earth's topography and surface composition...[/quote] ;)
[quote who="rjhughes67" reply="11" id="3411635"]Why is there artwork of mine in this video of yours! You DO NOT have my permission to use it! Nor did you even attempt to ask me for it. [/quote] It appears he swiped stuff from sins of the fallen too... I did not give permission either to use any assets or coding from my mods.
[quote who="GeomanNL" reply="944" id="3411552"]I suppose you refer to wind and such things... but those variations are tiny and not a result of gravity. They are the result of the suns warmth and the rotation differential of the earth.[/quote] Huh? Wind is the result of differences in Air Pressure! This is pretty basic stuff here.
[quote who="GeomanNL" reply="942" id="3411543"]Gravity and pressure that are in equilibirum? Nothing happens, the sum of their forces = 0. There is no energy change.[/quote] Air pressure is not uniform or in a state of equilibrium as you put it across the Earth...
[quote who="Mord_Sith84" reply="2163" id="3410654"] Quoting ZombiesRus5, reply 2162 Quoting ZombiesRus5, reply 2161 Putting together a new build. Should hopefully be ready tomorrow... I want to generate the language strings for the new string entries first and then get a release out on moddb and here. If only life were simple... Something changed in the Bing translator I call. On the plus side it appears to give a better translation.