[quote who="Mord_Sith84" reply="2855" id="3638938"] Z, link for the updated Worldstar model: https://www.dropbox.com/home/SinsBSGMod?preview=LastDelivery.rar [/quote] Replied in email. The link appears to not be a shared link [e digicons]:cylon:[/e] [quote who="xTRICKYxx" reply="2856" id="3639044"] I've been working on a Fall of Kobol map that I want to test out with another person. It starts with 2 Colonial Players at Sol. The system
ZombiesRus5
[quote who="Mord_Sith84" reply="2852" id="3638670"] Z i just emailed you the new textures for the Hades and Basestar. The artist is working on a new texture for the starbase, which will be the last new model. [/quote] Thanks! I know I can be a little "Sheldon" at times, but I wanted to let you know I appreciate you and Cylon_Luvr taking ownership in this mod too. Having community involvement with the direction of this mod from the beg
[quote who="Mord_Sith84" reply="2849" id="3637934"] Z, comment from the artist about the worldstar, hades and basestar: "I've done this for the -cl map as those were the only type I could find in the attached images. Do you happen to have the -nm map as well without compression so I can regenerate those changes as well?" Do you know what he is talking about? [/quote] Yes I know..., the artists however for
[quote who="Mord_Sith84" reply="2846" id="3637843"] I just emailed you the link to download the new models for the Resurrection Hub, Resurrection Ship and the new Warstar starbase. Could you please make the below changes before the next build? [/quote] Yeah, these should be easy to add in assuming they're still the same basic shape/size. [quote who="Mord_Sith84" reply="2846" id="3637843"] - Weird bug where the first time you use the Nanostars "Enhance
I added a new icon for the evacuation protocol on the cylon moon. I'll hopefully get a new test build out tomorrow.
What do you think about moving Advanced Hybrid to Programming/Faith reducing it's research requirements and adding new research off of it to automatically increase in experience and levels overtime?
Here's some spreadsheets I've generated after some rebalancing the last couple days... https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/summary_titan_stats.xlsx https://dl.dropboxusercontent.com/u/5790092/sotf/fallofkobol/summary_capital_stats.xlsx <a
[quote who="Cylon_Luvr" reply="2840" id="3637717"] Just noticed that the fighter squadrons for the alien ships (artifacts addon) say "string not found" when you click on them. Also, they're quite weak. Loving the new icons too by the way [e digicons]:cylon:[/e] [/quote] Thanks, fixed.
I put the TGA files for the Basestar and Hades in the SOTF folder that you downloaded 38.2 from. Those are the original files I use to create the DDS. Let me know if you have issues pulling them down.
I "think" I ran through all the Cylon abilities and didn't encounter any immediate issues. This is good as the happy path of the abilities work good. That said there could be some odd scenarios with finish conditions or illegal targeting, etc that can come into more random play. Of course this makes it hard to identify given the complete lack of debugging tools for modders and the debug log doesn't appear to flush when a mini-dump occurs so we don't get all the info that maybe cou
Fixed a bug in the MutualThreat particle (Rebellion stock particle) that is being used in the Envoy. It shows big Red squares in the ability for the vanilla effect for me. I switched out the gravitywell.dds for gravitybomb_orb.dds which appears to show much better.
[quote who="Mord_Sith84" reply="2832" id="3637550"] So Z... the Alien Starbase hasn't been updated at all with all of the new abilities that I sent through? Did you receive these? Can resend if you didn't get them... You've spelt "Shield" wrong in your description for the Aegis Artifact. Should be: StringInfo ID "IDS_ABILITY_ALIEN_ARTIFACT_SHIELDATTACH_NAME" Value "Attach Shield" StringInfo ID "IDS_ABILITY_ALIEN_ART
[quote who="Mord_Sith84" reply="2828" id="3637451"] Frustrating! I wonder what the problem is? Would be a real pain to get right into a game and then have it crash! [/quote] It tends to happen when I run long simulations of AI vs AI. It's frustrating in general trying to track down mini-dumps in Sins. [quote who="Cylon_Luvr" reply="2829" id="3637454"] Ok. So should we do some testing as well to see if the problem can be found? [/
Ok, I've run multiple simulations and it appears the game mini-dumps with cylons only. Will need to see if we can isolate the issue. It should be pointed out this was a long time into the game though so it's not necessarily mod breaking per say.
Ok, going to switch to a shared folder in dropbox. So I only have to share one URL for the test build. [quote who="Mord_Sith84" reply="2825" id="3637247"] Nope, artifacts dont seem to crash for me, but i'm not using your version... im using the older version. [/quote] Thanks, that helps. I think it's related to the new particles as that's the only substantial difference. I notice Vanilla sins doesn't use any Mesh based particle effects in persis
Lol, Swinter is coming or is it Swummer? Is ‘Game of Thrones’ Secretly About Global Warming?
[quote who="Cylon_Luvr" reply="2823" id="3636933"] Quoting ZombiesRus5, reply 2822 I'm also going through effects so if you have any suggestions let me know. There seems to be a "virus signal" sound that plays for almost every Cylon virus ability. Could we add another sou
I was able to update the links on https://forums.sinsofasolarempire.com/380774 before it auto-locked again :(
[quote who="RestlessC0bra" reply="9" id="3637101"] I will look into it, but this website gives me error 404 not found.. But i found other forums discussing about it, so i'll probably search there. You might want to look on that website. Thanks again. [/quote] A period got put on the end of the URL. http://zombiesrus5.com/wiki/doku.php
[quote who="RestlessC0bra" reply="5" id="3636941"] There has to be a way to count the number of ships destroyed. Isn't some (hardcoded) int variable exposed to us that may permit us to count that? Ok. One more question ZombieRus5. If you could answer you'd save me a lot of hassle of reading through all the forums all day (although if i get more into it, i might have to anyway). What are the modding tools used to get into the SINS code? Where do i go g
[quote who="RestlessC0bra" reply="2" id="3636898"] Why not? How do you know that? Don't modders have access to the interface code? [/quote] The Engine while moddable has many things that are hard coded (i.e. not exposed). I am a modder. No. [quote who="RestlessC0bra" reply="2" id="3636898"] If you say that, you must know something. I'm completely new to SINS modding. I've just installed Maelstrom mod and that's it. [/quote] The maels
[quote who="ZombiesRus5" reply="2821" id="3636843"] Quoting ZombiesRus5, reply 2820 On a side note: I've noticed Cylon and Colonials missile effects seem to disappear when it hits the hull and doesn't result in any visible hit effect. So something went wrong at some p
You will need to petition Ironclad. This is not possible to do with a mod.
[quote who="ZombiesRus5" reply="2820" id="3636818"] On a side note: I've noticed Cylon and Colonials missile effects seem to disappear when it hits the hull and doesn't result in any visible hit effect. [/quote] So something went wrong at some point and the Cylon/Colonial Missile hit effects were incorrectly setup. I'll be increasing their size by nearly 20x.
[quote who="Mord_Sith84" reply="2819" id="3636754"] Could you not just remove the explosion effect altogether? [/quote] We could... If someone destroys the hub while it's building it won't have any visible destruction. On a side note: I've noticed Cylon and Colonials missile effects seem to disappear when it hits the hull and doesn't result in any visible hit effect.