thanks Tesla; I have GIMP already (was going to use it with a BFV mod that become naught) and Wings3D (always useful to have a variety of FREE modelling programs).
Whiskey144
hmm, interesting, have to remember that when I finally try to make something original in XSI Mod Tool. Until then, the Resize Tool, hehehehe.
no, Subverter's shield disruption ability is supposed to disrupt shields; TEC's Designate Target is supposed to increase the damage against certain targets. They are intended to do two different but similar things. Also, Subverter has the Teleport Disable, which allows it to get right up and personal to something; the Cielo doesn't.
well, IT does bring out interesting weapons ideas for mods and such, and there are some people who like to know how all that kind of stuff works.
hmm, thanks for the info EvilTesla. I wanted to know if I could do this with XSI Mod Tool, as I know that TFL BigBangTheory has done it with 3DMax.
try using the Mesh Resize tool. Get it on http://sins.imperial.cc under the modding forums section. Alternately, D/L Wings3D and use that to resize it.
okay, so here's the deal- I'd like to know how to use particle meshes to animate a ship mesh; but I haven't got 3DMax because I haven't the money, and am also a bit too cheap to go and get it. So, how would I use something like Softimage XSI Mod Tool 6.01 or GMax 1.2 for doing this? I would assume that Particle Forge is also required, so how would I also do that? A simple tutorial is what I would like. If you can do so, free karma in it for you; the amount received is
interesting. VERY interesting. A pity phase gates between systems isn't likely.
these are likely Galaxy-Forge made maps; these will go into the 'Galaxy Forge' map folder in your user data directory. For Vista users it's here- C:\Users\[username here]\AppData\Local\Ironclad Games\Sins of a Solar Empire\. AppData is a hidden folder by the way.
Sins 1.15 is obselete (technically), as it's already on the 1.17 patch. Also, most mods are made for Entrenchment these days (more possibilities; smaller mod packages as well). Also, I doubt that dolynick will bother with the vanilla version. Considering that there ARE some differences in the files, it could be difficult to do so.
well, it's perverted IMO because it gives the impression that the female Vasari agent slept with the male Human. And that is DISGUSTING to think about. Excuse me while I attempt to SCRUB MY BRAIN (
yes, all planetary points defense turrets (TEC Gauss, Advent Beam, and Vas PM Platform) are planet modules. However, they take of tactical slots, not logistic;
Volare007- it is TECHNICALLY possible to have a squadron 'jump'. The way you do it is that you actually script the Jumpers as frigates; but have them spawned by an ability. As a result, they can jump between planets. Just tack on the 'Sublight engines only' ability to them, and they can still Phase Jump, just EXTREMELY SLOWLY. Also, with the direct jumps; there was a v1.05 mod that did this; because the vanilla races are still in this they wouldn't get it, but the SG races could have
thanks kryo. I'll definitely need to keep this post tabbed for myself to use that for when I do change email.
hmm, well, likely because the ship AI or the engine itself isn't rigged for ships to have the rear weapons have the most weapons. I do like the idea of a unit with a high-damage rear-facing weapon; certainly something to deter enemy pursuit.
well, you should probably start by examining the charged missiles ability on the Vasari LRFs&Flak Frigs, as well as the files that pertain to 'AbilityVolleyFire'. The three abilities (Vas LRF&Flak Frig use different versions) are all toggleable; you should be able to get the info you need.
okay, so I'm probably switching over to a Gmail account instead of aol. How do I change my account for the forums/Impulse/Sins to reflect this? Please help me, the change date is as of yet unfixed, but could be any day.
that's SOOOO perverted.
no, because if the missile body is destroyed against the shield, HOW DOES THE WARHEAD GO THROUGH?!?!
Cloud City, on Bespin. A lovely summer resort :) .
what about ships with anti-ship abilities that are INTERPLANETARY? That would have a whole new dimension of combat. The thing is though, you would need up-to-date intel on enemy fleet movements, a good amount of fleet supply/resources to spend on the inter-planetary bombardment ships, and also an empire that is set up good enough to fend for itself for a few (maybe 15 at most) minutes.
the damage % bonuses determine which attack types do good against which armor types. Messing with these values can change the way units prioritize targets. I only advise not messing with it as I've seen some balancing posts bring this idea up, and others have replied it can have unforeseen results with the game mechanics.
aah; well that sucks. What does it modify?
well, the Vasari cap ship ability, Stabilize Phase Space, doesn't do what you think it does. It creates a Phase Stabilizer Node at the planet the Antorak is in orbit of; this means any/all ships that are at the planet can then jump to any other planet that isn't adjacent AS LONG AS IT IS ALSO A PHASE STABILIZER NODE. So= 2 Antoraks @ different planets that are far apart=Phase Lane, Antorak+Phase Gate=Phase Lane, Antorak+Orkulus=Phase Lane, Orkulus+Phase Gate=Phase Lane, Antorak+Kostura=Phase
that's in the Gameplay.CONSTANTS file. However, DO NOT MESS WITH THE DAMAGE PERCENT BONUSES!!!!! That can SERIOUSLY MESS UP your game or mod. The lines you would want are denoted by the prefix 'ChanceToHitTargetType' (or close to that), under the 'DamageData' section of the file. It's not far down, pretty near the top. A tip on target types- CAPITALSHIP is Caps, Frigs, Cruisers, Structures, Starbases, Planets; i.e. anything not Strikecraft. Interceptors are fighters and Bombers are, w