you apply the bump map into the texture itself using your paint program.
ZombiesRus5
[quote who="Ben_Maxwell" reply="1955" id="3397044"] Looked, but it isn't as far as I can see, they list the specific buildings which need to spawn, but no mention of how much population needed to spawn one [/quote] The ONLY moddable data regarding planet elevators I'm aware of was provided by Lavo. I have never seen anything that indicates you can mod how much pop is needed to spawn a elevator.
[quote who="GoaFan77" reply="1951" id="3397007"] Quoting ZombiesRus5, reply 1950This buff type has special logic associated with it to validate colonization research is completed if needed. Using it in a sub buff file doesn't seem to add any value over changing player index. What are you trying to accomplish? There is probably another way to do the same thing. I need to apply a buff to the colonizer ship when it colonizes something. I'm th
[quote who="GoaFan77" reply="1941" id="3396862"] Alright, I should know this but I'm blanking out right now. Can you use buffInstantActionType "ColonizePlanet" in a buff or will it only work in ability entity files?[/quote] This buff type has special logic associated with it to validate colonization research is completed if needed. Using it in a sub buff file doesn't seem to add any value over changing player index. What are you trying to accompli
[quote who="koobalt" reply="2114" id="3396928"]I restart the game, and I have no problem when i click on enemy ship my game center on it. The previous crash maybe because i forget to restart after enable the mods. So far no problem on my end. Will write if i find one.[/quote] Yeah, I hate that... I'm wanting to write a dashboard to start the mod up. I just need to find a good way to make the GUI that I'm comfortable with supporting.
[quote who="Cylon_Luvr" reply="2113" id="3396921"]Koobalt or anyone else... does this also happen to you? [/quote] Ok, troubleshooting done... In your options for pinning- turn off the show fleet options. When you click on an enemy ship it's showing you what fleet they are in which is shifting the empire tree all around since it's being placed on top ;)
[quote who="flagyl" reply="16" id="3396737"]My poorly worded inquiry is asking if multiplayer really boosts sales/increases game life as opposed to something like modding[/quote] Boost sales will usually win out over increases game life as the latter doesn't really translate into significant additional sales.
[quote who="XATHOS" reply="7" id="3396762"] 5. how big can the galaxy map be before performance hits appear? is there a limit? Despite what Zombie is saying, from my many years of playing this game in my LAN group, and modding it, I'd say to make the maps no bigger than 75. Seems to be the sweet spot for size while retaining competitiveness, discovery, and good length to the game. TSOP does wonders for the game, and raw CPU power is the way to go.&nb
[quote who="Dark_Ansem" reply="4" id="3396715"]not 600 stars, 600 planets [/quote] [quote who="ZombiesRus5" reply="3" id="3396711"]Think in the low range of 100-200 planets [/quote] You can build a 600 planet galaxy... You can probably even play on it for a little bit. After a few hours the map will probably become unplayable or crash. Like I've said the difference is between having a playeable map versus what you feel is a realistic map. The two don't al
[quote who="sareth01" reply="2" id="3396707"]hah wow pointless necro, didn't see the 2012[/quote] lol... well it was funny seeing the "fuck" posted after someone whining in another thread about language...
[quote who="Dark_Ansem" reply="2" id="3396690"]and btw, no star trek galaxy with thousands of systems. around 600, perhaps.[/quote] lol, no. 600 stars with an average of 5 planets is 3600 orbit bodies... Think in the low range of 100-200 planets and 20(ish) stars for playable on the LARGE end. Again the difference is playeable versus realistic. [quote who="Dark_Ansem" reply="2" id="3396690"]9. also, can we make ships shift between different "modes"? like "lock wings, get
You can add some more depth by using bump maps on your textures.
[quote]1. can I add a sound effect for moving ships, ala Star Wars and its famous [/quote] Yes [quote]2. the engine does not support "hardpoints" ala Forces of Corruption for the various ships. does it support however different kinds of armor/abilities?[/quote] Yes. You can add up to 5 abilities per entity. You can change the armor type and damage bonuses of weapon types per armor type, but you can't add new armor or damage types (They can all be renamed though in
[quote who="Dark_Ansem" reply="10" id="3396654"] what about custom abilities, models, etc? is all this possible or hardcoded?[/quote] This is where the modding part shines with this engine. That said, it's not a trivial effort to make a full scale mod in Sins of a Solar Empire. You can plan to spend 2, 3 or more years if your working on multiple factions whether it is a Total Conversion or Expansion Mod. Check moddb for some different examples. B
AI, AI, and the AI. Anything referenced here https://code.google.com/p/soaseplugin/wiki/RebellionSyntax (i.e. you can't add new enumeration type values). The AI.
[quote who="Cylon_Luvr" reply="2109" id="3396591"]Seems to be almost every ship that does it! run a test yourself of a battle against the Cylons and you'll see what I mean. [/quote] I don't see that happen actually... How many units are are the field? Is it late game lag? [quote who="Mord_Sith84" reply="2110" id="3396596"]It's looking really good! Can't wait for the final polished version... [/quote] Yeah, a lot of good help this year... We
It's nice to see Netherlands is on board with creating NEW coal-fired power planets too.
Here's what the model looks like for me: All the blue parts are holes in the mesh... Here's my wip filling the holes:
[quote who="Cylon_Luvr" reply="2106" id="3396325"]Hey Z, just played the updated version... it's awesome! Although it looks as though you haven't integrated any of the above changes? [/quote] Yeah... I got caught up with Resurrection and didn't merge your string changes and the button. I'll have those in the next build. [quote who="Cylon_Luvr" reply="2106" id="3396325"]- Sound for frigate factory only comes from one speaker?[/quote] It's in ste
[quote who="starkiller-0117" reply="52" id="3396256"] do i have to have an account on steam?[/quote] Buy a legal version of the game and then follow the steam instructions given.
You need all three: Race: Colonial Reb.1.52.24 Race: Cylon Reb.1.52.24 <img src="https://dl.dropbox.com/u/5790092/mod_review/Down
[quote who="Ben_Maxwell" reply="1938" id="3396233"] Still couldn't find it, its possible the line of code has been moved or maybe they are no hard coded? Can't seem to find it any where.[/quote] Are you talking about the planet elevators?
[quote who="Mord_Sith84" reply="2103" id="3396157"]How does it work at the moment? Is it difficult to link the hub to the resurrection ships? [/quote] Any resurrection ships in the same planet or adjacent planets to the hub get linked. I tried setting it up where the hub would link with all resurrection ships in the current system but the buffs for targetting planets don't work well in the engine (weird hard coded targetting issues). I have some ideas th
[quote who="greyseer" reply="2" id="3396121"]Thus the xp bug seems to be within the execution (codewise) of the "Unyielding Will" ability.[/quote] Yep, this is correct... They would have to make some code changes to make this work right.
[quote who="Cylon_Luvr" reply="2100" id="3395549"]Awesome Z... would love to see a new version. Very exciting that you have resurrection up and running... makes the Cylon race very unique. [/quote] It is pretty interesting... We'll call it the U-87 version of resurrection. I'm hoping to tweak it so it's a little easier to hook up a resurrection ship with the hub.