Ok, another little update from me. The Borg have gone from being a nice strength - not powerful to the point of pointlessness, not weak to the point of stupidity - to a stage where they're just ridiculously overpowered. In my current game, they assimilated 3 capital ships, 2 Phaser Platforms and a fully upgraded, fully defended starbase. There's no point playing against them when they're like that - they jsut suck the fun out of it. At least reduce the assimilation of
Yanxa
Having just been playing through, I noticed that you've removed the Federation's only real defence against the Borg - the previous version of the Deliverance Engine. That was the only way to stop the Borg from completely owning them.
[quote who="myfist0" reply="1669" id="2785802"]A .rar is just another type of archive. WinRar is the not free program with a trial. 7Zip is best, opens all types of archive and others and is free open soarse [/quote] WinZip is free, so to speak. It's just nagware. Oh, while I remember - the PlayerPortraits doo-dah seems to have mucked up - everything seems to be a quarter to the left?
[quote who="JTAYLORPCS" reply="1664" id="2785505"] Quoting Yanxa, reply 1663 Quoting EternalRequiem, reply 1659 I believe they've said it before and will say it again, the ship line up they have is set in stone and they will not change it. Unless someone says otherwise that is on the mod team I seem to recall them saying they'd move this mod to diplomacy - in which case, they'd need a Envoy ship - I just wondered
[quote who="EternalRequiem" reply="1659" id="2784708"]I believe they've said it before and will say it again, the ship line up they have is set in stone and they will not change it. Unless someone says otherwise that is on the mod team [/quote] I seem to recall them saying they'd move this mod to diplomacy - in which case, they'd need a Envoy ship - I just wondered whether they'd made a deision on the ship as yet.
Wow. That seemed to come from rather out of the blue. Not sure if my question was answered before, but are there any plans to add the Oberth, Olympic or Cheyenne classes into the mod? Y
Ah, it's alright - I had to convert the mesh file (it was from another mod). No matter what I try, though, it just won't accept the mod. So I've decided to give up - the pirates will have to remain naff for the time being. Thanks for all your help, though.
I couldn't read that in the Mesh files on here because they're all in binary, unfortunately. Thanks, though - I can now move forwards :-)
I wish to swap out the pirate ships for new models, but when replacing the files (Frigate_PirateHeavy is replaced by another ship with the same "name") I can't seem to locate which files need to be replaced for their textures. This is severely hampering my efforts, as without knowing which files need replacing, it's impossible to get the ships ingame without them having a nice weeny texture of a different ship over them. Is there a list of what ships use what meshes and textures?
Is there any plans to release a patch for the Borg anytime soon? Perhaps one that makes them sue their full ship lineup? Y
[quote who="harpo99999" reply="817" id="2743041"]yanxa, YES, just use the galaxyforge addons for the mod with the planets you want(eg distant stars, celestial bodies & 7 deadly sins), and also make sure that everybody that gets the map(s) know that it NEEDS the mod to play. harpo [/quote] And how would I do that? Opening GalaxyForge only shows me the default planets.
Is it possible to use custom planet types with Galaxy Forge?
[quote who="Carbon016" reply="39" id="2714238"] 2. Have gotten very little support from the actual game's community, modding or otherwise: most of our fanbase comes from people that were interested in the setting instead. This has not only limited our tester pool because not all of our fanbase actually has the game, but also constricted our team size substantially, meaning it's easier for us to get burnt out on stuff with nobody to take over. I know from experience, as I
I know this has probably been covered before, and I would assume you hate hearing it, but will you be adding any new vessels to the Federation faction? Specifically the Olympic-class, Oberth-class and Cheyenne-class. Just curious. Y
Once I've selected the remaining sound clips, would I be able to send them to you then as just one big bundle?
Ah, I've tried the reference files, and it's fixed the problem - my mod can move forward again. Still having trouble with the sound files now though - I don't have the time or patience to sit down and determine which files need converting and which don't. Thanks you two - karma to you both.
[quote who="GoaFan77" reply="1" id="2705102"]Where did you get the game files to work with? If you used the reference data from this website it is out of date, you need to get it elsewhere or convert it yourself. [/quote] I took the files straight from the game.
The problem with the Borg sound files - how did you fix it, as I'm hitting a similar problem with the soundclips I'm using for my own mod.
I'm piecing together a mod of my own using bits and pieces from various other mods. However, due to my limited coding skills, I'm using the new files under the file names of the original files (CapitalShip_TechBattleship, for example). I've got them all in game, and that's fine. However, I wish to change their weapons and abilities, but whenever I place a '.entity' file (specifically CAPITALSHIP_TECHBATTLESHIP, etc) in the GameInfo folder, it causes the game to MiniDump before I've even start
Having trawled through the past few pages looking for an answer, I managed to forget if I found one; Will this version work on the most recent Entrenchment version, and whether there was a fix that worked for the MiniDump issue? Y.
Would the 'magnitize' ability be of use? Just turn it around so that you target enemy vessels, but only a specific type of friendly fighter (in this case your divine wind) is affected.
[quote who="ZombiesRus5" reply="6" id="2676489"]Here is what I put into the base sins mod folder as an example (worked for the expansions too). Maybe it will help narrow down your issue. http://dl.dropbox.com/u/5790092/Temp/Portraits.7z [/quote] Adding the medium file from your collection seemed to make my collection work - I don't know how. Thank you so much - you've been of immense help. Thank you!
[quote who="ZombiesRus5" reply="4" id="2673360"]Any luck? I tried the Portraits/Textures listed above for Vanilla and Diplomacy and it appears to work in either case just fine. [/quote] There isn't a medium one (I'm attempting it for base Sins atm). Still no luck as yet. Update: I just tried adding a second 'large' one in the .dds format. It would appear that it's somehow still reading the pictures from the default for Player Setup, but when you go to st
[quote who="ZombiesRus5" reply="2" id="2668826"] If it is possible, would anyone be able to explain how, because creating a mod (titled 'Portraits') with only a textures folder containing them doesn't seem to work. I've also tried adding the relevant files from the 'Window' into an identical folder within 'Portraits'. Still no luck. So your mod named 'Portraits' looked like this? You really shouldn't need a Window directory if the texture file name does not change. Also
So I finally decided to swap out the default player portraits for Mass Effect ones. After adding them (rather crudely due to limited software) painstakingly, I've finally finished. However, in order to keep multiplayer gameplay viable, I obviously can't replace the default ones with them, so I was wondering if it was possible to have them as a mod - just the player portraits and maybe race logos. If it is possible, would anyone be able to explain how, because creating a m