[quote who="ARESIV" reply="63" id="3380030"] Another Bug Report: Ankylon Titan Group Shield Ability Level 1 - OK Level 2 - OK Level 3 Duration according to info card: 60 seconds Duration in reality: 52 seconds Cooldown time according to info card: 70 seconds Cooldown in reality: 70 seconds <br
ZombiesRus5
[quote who="Cylon_Luvr" reply="1860" id="3381060"] Quoting ZombiesRus5, reply 1854 Quoting Cylon_Luvr, reply 1852Did you receive these ok Z? I sent an email reply detailing my issues. I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done. Hey Z... I sent you an email back the other day. Once y
[quote who="Valpheus" reply="1895" id="3381039"]This also means that adding cultureSpreadRate to normal trade ports will not make it spread culture.[/quote] I checked my nephilim file. Apparently I set these lines in the trade port as well. planetModuleRoleType "CULTURE" statCountType "ModuleCultureCenter" It works fine- generates culture and trade. I have little holy ships that perform pilgrimages between their culture shrines. It's works since Entren
It's pretty simple. I do this with my Nephilim faction. Any structure can have culture output by modding: cultureSpreadRate. BTW- this field is midway down the entity file after resourceExtractionType. https://code.google.com/p/soaseplugin/wiki/RebellionPlanetModuleTradePort
[quote who="SithLordAJ" reply="43" id="3380991"] right, but you try something and it's hours before you can try again. isn't there a better way? I'd ask for specifics, but other than the standards, it seems no one wants to give up their tricks (though, there have been some good ones here). I can understand that in a MP environment, so I'm asking if anyone has some good methods for nailing down their own tricks. That can't reveal your secrets. [/quote]
Search for modding guide for dummies on this site. I think that's the thread name. It should help get you started.
[quote]Is there anyway to decide what kind of resources asteroids are on a plaet and how this that done.[/quote] Yes, you can mod the Planet entity files. [quote]Also I want to restrict star travel so that from 1 star system can only go to a target star system rather than any availible.[/quote] Not without creating all custom maps with custom phase lanes. You'll also need to remove the research that allows jumping between stars in your mod.
The capital ships will and with 14 of them you're pretty much guaranteed it will.
[quote]I'm just curious.....there are at least 2 players I wonder about sometimes......[/quote] It's more like digital cross dressing...
[quote who="GeomanNL" reply="8" id="3380831"] I destroyed nearly all colonies and the culture was still there. Here's my save game: http://www.2shared.com/file/vUjn_PbF/cultureproblem.html (Note that I did manage to destroy 2 worlds earlier in the game, the culture disappeared after I destroyed the colonies, but that didn't work later on!) [/quote] The AI had 7 culture centers on it's remaining worlds
[quote who="P3CTankman" reply="1856" id="3380687"]I like the mod but the Cylons need a bit of work.[/quote] You're kidding right? [quote who="P3CTankman" reply="1856" id="3380687"]Also the DPS on the ships is on the insane side, it makes me wonder why the original races are in the download still.[/quote] You're kidding right?
[quote who="JonJay" reply="1828" id="3379031"] Crazyfrywad No I do not have your e-mail address and I will do this project but I am just trying to find out what you need me to do. Do I Copy the game core info into the cylon info: " These are mostly fairly simple research items consisting of copying and pasting the research modifier needed from an existing research item (typical
[quote who="mostly80" reply="30" id="3380577"] There shouldn't be a need to run an exe. Just click on the Dark space.rar name. Should download as a rar file. Ill have a look later just to check.[/quote] Ok, the download button does the stupid exe thing. The less obvious click on the text downloads directly. Thanks,
[quote who="mostly80" reply="28" id="3380493"] Now available. Link is on first post. Looking forward to some feedback guys. All constructive criticism and any ideas on improving the mod are very welcome.[/quote] I'm not familiar with that download site. Is there anyway to upload it to something that doesn't require me to execute an *.exe?
[quote who="DA_YAZ" reply="31" id="3380389"]Have you often seen TL win through the power of twin fortresses? [/quote] You don't win with static defenses. [quote who="DA_YAZ" reply="31" id="3380389"]1) Titan is early/mid game ok fair enough[/quote] Again, Titans are not early game. The earliest you can get a Titan out if you sacrifice almost everything else is 21 minutes. You deserve to die to tier-0 spam if you do this. An Eradica will die to tier-0 spam if you do
[quote]Yeah, a couple years ago Vasari were kicking ass everywhere but enough people cried about it and now they are sucking. They're all I ever play. Now I'm sure some people will come along and tell me to just learn to play another race....whatever.[/quote] What was nerfed exactly?
[quote who="Cylon_Luvr" reply="1852" id="3380185"]Did you receive these ok Z? [/quote] I sent an email reply detailing my issues. I need to do a bit better job explaining what I need done and will hopefully have something more coherent for those really new to modding Sins to better understand what I need done.
[quote who="DA_YAZ" reply="28" id="3380150"]How many times have you seen these being wielded by an opponent?[/quote] [quote who="DA_YAZ" reply="28" id="3380150"]I, for one, have never seen twin fortresses used against me.[/quote] Seen it. [quote who="DA_YAZ" reply="28" id="3380150"]I have never seen a lvl 6 ankylon that someone else owned[/quote] Seen it. [quote who="DA_YAZ" reply="28" id="3380150"]I have probably seen novaliths used against me about tw
[quote who="Crazyfrywad" reply="1847" id="3380086"] What is your email? I want to send you some lines that have been recorded. [/quote] [quote]Contributions can be emailed to: zombiesrus5 at gmail dot com [/quote]
[quote who="ARESIV" reply="23" id="3380050"] -deleted[/quote] There's lots of people that spout lots of theory crafting here. I don't feel much need to add more. The overall strength of the TEC faction didn't change with Rebellion. TEC loyalists though get some very nice boosts in their research trees. Far better than anything Advent got in there new research for Rebellion. Learning when and where to use them seems to be the issue for most peop
I'm quite interested to see what you've done.
[quote who="ARESIV" reply="16" id="3380026"]Quoting ZombiesRus5, reply 15 I read up to here. Your loss. [/quote] Not really. Your posts are usually an unreadable jumble of whitespace and poorly quoted as well. [quote who="ARESIV" reply="16" id="3380026"]What playstyle would you suggest to be successful with them?[/quote] I think if you have to ask this your play style doesn't match up very well.
Build some scouts... They have an ability that decloaks mines so you can kill them.
[quote who="ARESIV" reply="13" id="3379970"]Thank you for your posts so far.[/quote] I read up to here. [quote who="GoaFan77" reply="14" id="3379981"]I'm not sure if I agree that the TEC Loyals are that underpowered anymore[/quote] I agree. If anything they just don't suit some peoples playstyle.
I'm setting up a new development SVN server (play test will remain unchanged). Once that is completed I'll get some better instructions for the part-time modding I need done and try to model a couple of them as examples. Thanks again for everyones interest in moving this mod towards completion.