Race: Colonial Reb.1.52.25 Race: Cylon Reb.1.52.25 <img src="https://dl.dropbox.com/u/5790092/mod_review/Download.png" alt="" width="32"
ZombiesRus5
generally harpo is correct. Artifacts ships work a bit differently in my mod though. It requires modification to the galaxy scenario def and entity manifest at a minimum. The artifact ability for capture needs to be used to. I'm on a cell phone so can't give much more in terms of details.
[quote who="grimreaper11" reply="3" id="3401198"]http://soase.x90x.net/?i=xsi/Tutorials/tools.html[/quote] The link is good. What country are you in?
[quote who="GeomanNL" reply="439" id="3400869"]Petrossa ... the CO2 layer grows THICKER as you add more CO2. At sea level it won't make much of a difference if the density of CO2 increases. But at high altitudes, it will add extra insulation just like adding an extra blanket.[/quote] Why let Physics get in the way of a cute parable to describe your belief.
[quote who="GoaFan77" reply="1993" id="3400809"]Well now that I reread your post, do you mean the list of stuff in the Gameplay.constant files (antilight), not weapon type (laser)? Either way I think its unused, but I am less confident in the Gameplay.constant case.[/quote] The Gameplay.constant entry affects abilities.
[quote who="Lavo_2" reply="1989" id="3400655"] Does using CAPITALABILITY as a regular weapon's AttackType cause the game to throw any errors/whine? As I've confirmed it appears to work without issue, though I don't know if this works well under the hood. As for why I'm using it as an AttackType, got a weapon that has no advantages or disadvantages for hitting a given armor type, and I noticed that CAPITALABILITY can fill that job.[/quote] It works. I u
[quote who="myfist0" reply="4397" id="3400755"] Quoting Greg30007, reply 4396How is ai in this mod? By reading trough thread a bit I know it depends on races especially if said race is Borg but is cruel as hard as cruel in Rebelion or what is comparison like? I guess I would have to actually play the stock game, but I don't. I just want the Iron Engine to make a game I like. [/quote] Considering the AI levels are hard
[quote who="myfist0" reply="4391" id="3400491"]If this was not a PC game, maybe.[/quote] Forums are PC games? who knew!
Posting more than once won't help much... Ships invisible Error Help
[quote who="rjhughes67" reply="43" id="3400506"] Quoting ZombiesRus5, reply 41SolCommand's models have many polygons that are more than 4 sides. Whenever you use a model from another source a simple step to perform is to select the Model so it's highlighted. Then Select Poly. Mesh->Triangulate. This won't impact the Uvmap or texture in anyway, but will ensure the model is all triangles thus removing any holes. The alternative way a
[quote who="Teun-A-Roonius" reply="18" id="3400546"]Give me a fourth race as DLC and I might just consider getting back into that game.[/quote] A DLC will just never be able to add a 4th race. I'm not sure a 4th race will ever fit into the Sins lore, but either way it will require a new Sins Engine which I hope Ironclad will embrace soon.
[quote who="myfist0" reply="4388" id="3400459"] What's a mobile device? [/quote] Cell phone then. I have an iPhone currently. [quote who="myfist0" reply="4389" id="3400461"] How much smaller, don't suppose the 'devices' take screen shots?[/quote]
[quote who="Terminatorvaler" reply="70" id="3400470"]All of them green with white front and side armor right now (it was my original choice , to do just like GW). But if 40k fans want changeable color (not all battlefleets are green and white , its BatlleFleet Gothic that use this color scheme) I can make it my next target. If yes then my first question to comunity will be:[/quote] Thank you for the answer. I couldn't really recall from the RPG books. [quote who="Terminato
[quote who="David15XX" reply="2" id="3400457"] Nose to do, not even the refineries are, I have bugs help[/quote] Dude, you need to submit a ticket.
http://steamcommunity.com/app/204880/discussions/0/864973761004276726/ Need Official Support? If you're having trouble running Sins of a Solar Empire: Rebellion, please contact Stardock support by emailing [email protected] (you should get an auto-reply, if not check your Spam folder) or opening a support ticket at: https://esupport.stardo
Is there a way to get that Starfleet Command Icon smaller or script it to be smaller on mobile devices?
Where all of the Imperium's ships green? or is that an artistic choice?
[quote who="flagyl" reply="414" id="3400438"]Why should ANY scientist have to clear something with a government official first? What possible reason would the government official have to do that? If the scientist is engaged in fraudulent research/fixing data, etc, s/he will be found out by the scientific process (any experiment should be repeatable). So why does it need to be cleared?[/quote] Because AGW is an activist agenda with the sole purpose of manipulating public policy for gre
[quote quoting="post"] can one of you guys who have rebellion post the manual for me to down load, i want to see if its worth it to buy the game now or wait for it's price to go down. [/quote] The manual is accessible from the Steam store page for Rebellion. "View the Manual" -> lower right of the page.
[quote who="rjhughes67" reply="38" id="3399768"]I need to find some one to patch some holes in that model..... I can hook up textures, do all the weapons points (ect.) and convert to mesh, but holes......nope... [/quote] SolCommand's models have many polygons that are more than 4 sides. Whenever you use a model from another source a simple step to perform is to select the Model so it's highlighted. Then Select Poly. Mesh->Triangulate. This won't impact the Uvmap
[quote who="rjhughes67" reply="38" id="3399768"]On a side note I finally got the Soase Mesh Resize tool to work on Windows 7. I need someone else to test it for me. Anybody intrested? [/quote] I've successfully executed the resize exe but have not had a chance to test if the output mesh is valid. I do have one feedback of concern about the tool itself. It does not appear to allow export to a directory other than the main C:\ drive in my case. If I try to export to
[quote who="BrightGALAXY" reply="3" id="3399911"]I am taking the planets from Maelstrom mod[/quote] IIRC he uses the particle effect approach. Welcome to the wonderful skillset of reverse engineering. This is a useful skillset to learn. Good luck.
[quote who="rjhughes67" reply="38" id="3399768"]_____________________________ I need to find some one to patch some holes in that model..... I can hook up textures, do all the weapons points (ect.) and convert to mesh, but holes......nope... _________________________________________________________________________________________________________________ On a side note I finally got the Soase Mesh Resize tool to work on Windows 7. I need someone else to test i
[quote who="Jafo" reply="351" id="3399625"] Oh, heck....all those STILL on this thread..... ....are REQUIRED to watch this..... ....then normal programming will resume....[/quote] I'm pretty sure Monty Python would find the topic of AGW as it's applied by both sides fairly funny.
Moons are fun to do but they range from passive eye candy to interact-able entities depending on the implementation. Adding moons with asteroid defs. Purely cosmetic and requires turning on this effect to see them. Allows for more Random placement of Moons. Adding moons as particle effects on the planet mesh. Purely cosmetic and not random as the particle effect is pre-loaded into the planet mesh file. Requires adding more meshes to achieve a feel of more randomness.