Whiskey144

Whiskey144

Joined Member # 3702191
12 Posts 3,465 Replies 24,480 Reputation

Hey, JasonFJ, I thought I'd note something I found that's odd. The Venators for the Empire have the most damage to the front. Why I thought it's odd- well, the Venator has its most powerful dual heavy turbolaser turrets on its SIDES. It also has a pair of medium turbolasers (also dual) that are on the forward spines of the hull, and carries four prow proton torpedo tubes. I just thought that I'd mention this, as the frontal weapons should instead be changed to missiles, while the side

827 Replies 2,312,899 Views

Not trying to sound rude, but it's likely because the SB didn't have anything to its other sides. It may also be how the particle effects work, and there aren't really any emitters that face DIRECTLY to the left/right on the Orkulus.

35 Replies 11,857 Views

with something light rig it to have negative armor (I'm sure you could use a passive ability for that) and give it the 'VeryLight' armor type. Voila. Another faux-new armor type.

495 Replies 1,064,613 Views

my guess is that it isn't possible without dev intervention. But there is technically a workaround. If you want something to have super-heavy armor, just give it the heaviest armor type. I'm not sure the exact type that it is, but it's one of the following- CapitalShip, VeryHeavy, or Module armor types. After that, just give the ship/structure/starbase/fighter an obscenely high armor points number. Voila. A faux-new armor type.

495 Replies 1,064,613 Views

probably to bring as many banks (max targets) to bear. Each bank can target 4 ships at a time, without getting the target bank/weapon damage research subject done. After that, the number goes up to 6 I think. Likely a SB turns because the want to try and get as many banks pointing at the enemy, so they can engage as many enemies as possible.

35 Replies 11,857 Views

well, Legions has unfortunately kinda died on me. I didn't get that much done (only the SC&Caps for the Taun'Shas, and even then not all Caps), and I've got the entire PAC race done with the exceptions of models/skins. I may end up doing a compilation mod, where some things out of Legions are in it (Taun'Shas rule), and things like that, but for right now, Legions is dead *sigh*. However, this mod isn't as intensive as Legions (existing models for some stuff are more than sufficie

5 Replies 3,205 Views

that's in the 'Player[race name here].entity' file. There's a line near the bottom of the file that specifies the AM loss per jump. Ships don't actually NEED AM to jump, but the way that the devs set it up some AM is lost in transit.

495 Replies 1,064,613 Views

well, make sure you enable it properly in Sins of a Solar Empire v1.15-1.17. That means NO ENTRENCHMENT. After that you may have to click through a bit more to find the Republic/CIS/Empire/Alliance. This is something I've never seen before, but from what I hear about the mod (which is awesome by the way) the only serious issue is stability. Try posting on the mod's thread in the Modding Forum, you'll probably get an answer to your problem.

1 Replies 2,368 Views

it isn't doen yet (and won't be for some time), but thanks for your support. I wanted to do some things that really haven't been done before (long-range fighters that are scripted as frigates so they can PHASE JUMP. OH YEAH.), like stealth ships that can't be attacked. I am pretty sure that I won't actually be able to make them indetectable to jump radar researches; however I don't think that there will be anything higher than a 'can detect hostile ships that jump to your planets' level for i

5 Replies 3,205 Views

Four empires, fallen and disgraced in the eyes of many, are reaching back for the power they once knew. THE EMPIRES- The Pan-Asian Coalition- Tracing its roots back to the ancient nations of China, Russia, the Koreas, Japan, and many Eastern European countries, the PAC has an excellent military, and has the best propoganda of any other empire. Their upgrades for Ice Planets are unrivalled. The European Union of Systems- Rising from a Western-Europe dominated background

5 Replies 3,205 Views

changing a weapon type is easy. All that's needed is to change a SINGLE line. It goes up if you want the proper effects, or if you want different effects. I once made a little test-mod to see if I could change the effects of a weapon type (TEC Lasers) and make it a different one (Autocannons). The Result? A Sova carrier that looks like it has Kol ACs and sounds like it too, but really just has Lasers

51 Replies 101,704 Views

ONE= get harpo's sins txt binner or the Dekhranic SoaSE Mod Tool GUI. The Forge Tools are outdated TWO= convert the GameInfo folder to TXT from Binary THREE= implement your changes FOUR= use the debugger FIVE= PLAY!

13 Replies 17,302 Views

well, the PAC&EUS aren't the only ones in there, and the EUS also has some African countries in it's heritage. Other 2- USAC (United States of Alpha Centauri), basically USA/Canada/Mexico/Australia/New Zealand IRM (Israeli Republic of Mars), basically what it looks like I'm surprised you noted EU&PAC w/ BF2142, Not many others would make that correlation. To tell truth, I am taking a number of things from 2142 (A-44 Doragon SMP, PAC, some others I'll likely thi

794 Replies 1,882,821 Views

Rez, 'BACKLOADED' refers to the damage application. There are 2 types- 'BACKLOADED' and 'OVERTIME'. Backloaded damage is used on all the projectile weapons, like Pulse Lasers/Guns, Plasma, Missiles, etc. etc. Basically, whenever the entire effects of the burst get to the target, the damage is applied, while on 'OVERTIME', it's applied as the effect is applied. OVERTIME is used exclusively on Beam and Pulse Beam weapons.

328 Replies 499,504 Views

interesting, though I'm not sure about the converting back to the Raloz/Talion; you could probably have an ability that self-destructs the SB w/o doing damage and also spawns the constructor cruiser

1 Replies 1,857 Views

well, the TEC Supremacy mod touches up the Fighter mesh for the TEC (looks nicer), and there's the Mesh Resize tool (sorry, no linky, don't know it, look around) that will allow you to resize meshes

15 Replies 32,572 Views

personally, I don't particularly like the Marza voice clip. It's okay, as it doesn't seem to pop up that OFTEN, but for my mods, it'll probably be replaced by something Marza-esque (Audacity rules!), but no curses. Not particularly into it. And none of this [Swearing, Racism, Swearing, Sexism, Racism then a little more swearing. Seriously what do you think was on everyones mouth when GTA4 was released however long ago? GTA4 ofcourse.You know what happens inclass on occasion when peopl

98 Replies 248,247 Views

thank's very much for the permissions xthetenth. It's mostly for a mod that I'm doing, called 'Empires of Old'. At present, two new races. All the ships will have Missile (TEC, not Vas Phase Missile) and Autocannon weapons. Doesn't seem like much does it? It's not. That is just to help mesh it more easily with the Sins mechanic. Most of the 'weapons' will be weaponized abilities (Like the TEC Burst Rockets on the Gauss Turrets). And that is awesome, especially as it will be a

794 Replies 1,882,821 Views

well, I would think that it would be possible to have a research subject that affects one+ ships and gives them a new weapon&attack type. Deceiver_0, you got it right. The Vas SB has 3 different attack types. Here's the weapons data from the starbase: NumWeapons 3 Weapon WeaponType "Projectile" damageEnums AttackType "ANTIHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "B

45 Replies 142,913 Views

xthetenth- if your trying to make the Orcas not expire, set the 'expiryTime' line to -1.000000. This will make them only be destroyed when they are actually, well, destroyed. Also, a date/time on Tau models? One last thing- can I certain code aspects of BFG Mod for my own mods (which will probably be released to the community), SO LONG AS I CREDIT YOU? After all, credit where credit is due.

794 Replies 1,882,821 Views