build penalties might be hardcoded; however for the SC build time, look in the Squad[race name][fighter type].entity file, that has a line that pertains to fighter construction time. By reducing the number I assume that you make them build faster
Whiskey144
I believe Distort Gravity already grants Jump Immunity, to an area of effect.
free abilities never before used, THIS IS A GIFT FROM GOD (not really, but it sounds funny, does it not?).
the SC aren't supposed to be affected, because when the carriers die, the SC begin to decay (self-destruct), as they haven't got a squadron host (carrier). This is because SC are PARENTED objects, and they are parented from carriers. Kill the carrier, and have some flak to mop up any leftovers if you wish.
well, I thank you CaptainAanderson for respecting my views. It really is nice that a few people do.
verybad, the problem with the Vasari eating people is that, even though they suck up tons of stuff (junk, houses, cars, etc. etc.) with Drain Planet on the Egg, the PEOPLE would be burned into an indegistible (unable to be eaten) cinder. That means the Vasari really can't eat people; at least not with Drain Planet. Maybe something else.
when I got this error, it was because of an incorrectly hooked up texture(s). The way I got this problem was that I had resized several meshes to be smaller (new cruisers/frigates anyone?). However, I hadn't done anything with the skins. So, I resized the textures to match the resizing of the meshes, and boom it loads. Now I have a number of other problems that are all texture-related. Note that I am running the v1.03 Entrenchment dev .exe with this.
important! you will also need to use GIMP to resize the textures, otherwise it'll give you an error.
I had that same error! It has to do with texture hook-up with the models. At least, I think so. I think so because by resizing textures to go with a resized model, I no longer got that error.
you don't want 7.5. It's a free trial. You want the 6.01 Mod Too. It's free. Go through the tutorials for the Mod Tool, that will kick-start you in XSI.
it all has to do with the strings file. And the name thing we've got here is because- 1. renames in-game have a maximum length of 13 characters (including spaces) 2. we want CUSTOM names for our new races
3800? Come on, I've got a timeline to incorporate new races into Sins, and the Vasari invaded around the turn of the 512th century (51,104 AD to be precise), with the Advent coming 10 years later, Entrenchment popping up 5 years later, and then going 51,125 AD. With the amount of technology seen in the Sins universe, I'd estimate somewhere past the 20th millenium to be an early date for invasion.
Ryat- banned for assuming that a beer COULDN'T get Mr_Blunt3d drunk Thomas Fife- banned for having a wierd avatar pic
I haven't tried it yet, but I think it'll be good (voice mod that is). pet peeve of mine- spelling errors the TEC Torpedo Cruiser is actually Ogrov (O, not D), not Dgrov. It's just the game fonts that make it look that way. I've been confused a little by it too.
banned for getting drunk
bowling balls. the babies will cry if you handle them improperly
yes. All you need to do is script it, specify the mesh information, and the shieldmesh info. Also, make sure that the model is compatible with the Sins version (1.17 vanilla/1.03 Entrenchment) your using.
my $0.02- decrease credit cost by 25-45% (50%?, unlikely, mine spamming would probably ensue) decrease other costs by 30-40% decrease construction time for TEC's mines. The other 2 races can deploy a field of 10 in about 0.5 seconds. The TEC take around 10-30 seconds (depending on the constructor count, constructor location before construction begins, etc. etc.) With all the mines, I think an increase in damage would be good. 40-50% increase. Additionally, perh
a null point is a point assigned to the mesh. You need these because they determine where the particle effects (weapons fire, exhaust) comes from.
that's actually not exactly what you need. What you've found is actually the lines for planet upgrades. What I've suggested is the actually slot count for the structures themselves. IMO, editing the structure count is easier, as it requires less fiddling with the planet files.
the line I am talking about is in the 'PLANETMODULE_{planet structure name here}' name. It's in the GameInfo folder. Merging is probably going to be difficult. Same goes for stacking, as I don't think that the X10 mod has been updated to Sins 1.17 or Entrenchment 1.03, which are the current versions. Can you run either one alone? If you try to run one alone, does it crash? And if so, which one crashes?
banned for banning for not having anything to ban about
thanks. Very helpful
banned for wanting to help hit 5000
1. download either Harpo's txt binner gui or Dekhranic's SoaSE Mod Tool GUI (I use the latter) 2. convert the 'GameInfo' folder to TXT from BIN (you'll want it to put the new files into a new folder directory; NEVER OVERWRITE the normal files) 3. create a mod folder. In Vista, you'll put it in- C:\Users\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\[your mod name here] 4. open up the entity files in Notepad or WordPad. I use NotePad. Now,