Is the Fleet Supply mini-mod updated to account for the latest patched version of the mod?
Yanxa
[quote who="NHD-151" reply="108" id="2895392"] Though i am disappointed to hear about no Skirmish Vs AI. That won't be a deal-breaker, but i'm not a fan of Sins Online play. [/quote] No skirmish v. Ai?! Really? :-/
[quote who="kyogre12" reply="1317" id="2887550"] Quoting Unikraken, reply 1316 Today marks one year since last release. So? Where are the complaints about the other mods with a long time in between releases? [/quote] I don't think that was a complaint, but, rather, a statement.
[quote who="myfist0" reply="12" id="2884623"]Probably not using transparent background. There are 1000s of gimp tutorials. Learn how to either erase your background or crop your image and place it on a transparent background. Then learn resizing. [/quote] The images I'm using have transparent backgrounds, yes. Resizing I've got down, also. And yes, ViperVenom117 - your icons actually work perfectly in-game - props to you :-).
[quote who="Draakjacht" reply="4073" id="2884025"]A 64 bit system can play 64 bit and 32 bit programs. A lot people are claiming that the devs are creating a 64 bit .exe (the game is currently a 32 bit .exe). This is not true because it would require them to rebuild the coding from the ground on up. Instead, they will be using LAA (Large Address Aware). This will make those with 64 bit systems use an isolated chunk of memory rather than share the same 2 gigs with all the other programs. It wi
[quote who="ViperVenom117" reply="9" id="2883939"]What program are you using? I just used gimp to make them [/quote] That's what I tried to use.
[quote who="Pbhead" reply="4071" id="2883876"]you can play it on a 64 bit system..... [/quote] I know, that's what I do currently, it just made it sound like they're about to stop that..
[quote who="Draakjacht" reply="4068" id="2883246"]btw, I've tried to explain to a few people on the boards that they wouldn't be making a 64 bit .exe, but no one believes me, citing ambiguous statements from the devs as proof. Apparently it's too much to believe that the devs would use LAA or some other form of optimization over the massive project that would be a 64 bit .exe. [/quote] Are you saying that we can't play it on a 64 bit system?
[quote who="ViperVenom117" reply="7" id="2883408"] Quoting Yanxa, reply 5 Quoting ViperVenom117, reply 4Here's one I made with 5 logos from Mass effect: http://www.filefront.com/17900737/RaceLogos.tga I'm a little confused by that - it just seems like a strange amalgum of overlapping logos. And MyFist0 - that's the one I tried using, but the lack of a tutorial meant I could only make the logo white when I painted it as such, and then it
[quote who="ViperVenom117" reply="4" id="2882850"]Here's one I made with 5 logos from Mass effect: http://www.filefront.com/17900737/RaceLogos.tga [/quote] I'm a little confused by that - it just seems like a strange amalgum of overlapping logos. And MyFist0 - that's the one I tried using, but the lack of a tutorial meant I could only make the logo white when I painted it as such, and then it was white on all layers.. [e digicons]v_v[/e]
[quote who="myfist0" reply="1" id="2882757"]Here is almost all the Star Trek loge I did for SOA2. RaceLogos.dds Edit all channel same time using between white, grey and black (no colour) or greyscale. Then shrink them down to fit over the smaller and smaller ones. [/quote] Which software?
[quote who="ZombiesRus5" reply="123" id="2880870"]Here's a cl file without the text... some extra modelling would be needed to get the text back on http://dl.dropbox.com/u/5790092/mass%20effect/Normandy-cl.dds It might be worth it but will take time... [/quote] I think it would probably be better as it is - without the Normandy on it. This way, you won't have 100 Normandy's. Think of it like the Star Trek mod - for the most part, you don't have U.S.S. Enter
My modding abilities are limited, to say the least. As such, I'd like to request for someone to piece together a race logos mod. Quite simply, I'd like for them to replace all the default logos with logos from popular sci-fi shows and games. For example, Battlestar Galactica, Star Trek, Star Wars, Mass Effect, etc. The images that I'd like to see included I can provide, but getting them to function as race logos baffles me - the whole layer thing is just awkward, and I have yet to fin
[quote who="psychoak" reply="2149" id="2878243"] Yanxa, sounds like either you have a driver error or you've botched the install. [/quote] Neither. Drivers are brand new and work fine with all other games, and the instal was exactly the same as before.
I've just recently purchased a Windows 7, 64-bit, and when playing this mod, it caused the game to mini-dump about 10 minutes in. I very, very rarely - if ever - had this trouble with the mod before. I just wondered whether this was a known issue, or what?
[quote who="FredLed" reply="106" id="2853342"]im working on it...don't expect it anytime soon though as i am working on another mod for vanilla sins. [/quote] Avast :-(
[quote who="FredLed" reply="104" id="2852673"]im making a high res destiny ascension....eventually. [/quote] Yay :-D
[quote who="just_jim" reply="1991" id="2852558"] I guess everything is cool with the defenses... but if I co-ordinate everything I can still rip thru most of the AI's defensive buildups. Do the big 8th level superweapons work? Things like the N-cannon, whatever they happened to be named in the mod? They're the only thing I wonder about... I get everything researched and make one, but they don't seem to do much. [/quote] The culture gun for
[quote who="Major Stress" reply="1926" id="2834622"] We have yet to make any pirate ships. Ask Jay, and crew about the AI, and Gameplay. I just want to build models. [/quote] Rightio. What about planets?
Quick questions - will you be swapping out the pirate ships in the next version? - will you be adjusting the AI so that they build capital ships correctly?
[quote who="SpardaSon21" reply="1853" id="2814395"] It is possible to swap meshes if a research has been completed. However, unless the refits are actual hull changes and not just replacement and improvement of internal systems, there's no reason to change meshes for them. [/quote] Correct me if I'm wrong, but wasn't there different Nacelles on the refitted ships?
[quote who="Ryat" reply="3809" id="2811371"]We have nothing set up for that no. I do know we used Celestial Bodies and Sins Plus for the planets. After that the Abilities you would have to contact our fellow modder -Ue_Carbon for that. [/quote] I've got Celestial Bodies, but it only has different planet sizes, and I have Sins Plus! but it has the annoying ship sounds and weapons :-/
Is there any way to get just the planet types and abilities?
Not sure whether this had been noted before, but the Nebula class has trouble docking fighters and bombers.
[quote who="Star Dragon" reply="1753" id="2793046"]Works for me, so I'd suggest verifying you have the mods stacked in the correct order - 4.5e fleet mod 4.3e If you can't even get Entrenchment to run, go into the mods folder and rename them (add a 1 or something). That should force the game to start in vanilla. Worst case scenario, you can always reinstall. [/quote] You stack? I thought patches were overwrites?