Whiskey144

Whiskey144

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

you'll need to add nulls to the model file (turn it into a txted version, the shipped versions are all binary) so that the effects are seen. Otherwise, that's pretty correct. Changing a weapon is as easy as changing it's type (it's the 'weaponType' line). For changing what it looks like, you'll need to open up a ship file that has the weapon you want for the ship your changing, copy+paste the weapon data, like damageEnums, effects data, and damage profiles. Note that only Star

495 Replies 1,064,420 Views

thanks. This could be useful Though, it would likely LOOK better if you also combined the 'Intercept' ability on the Kodiaks, and also make it only work in ONE direction. Realisticly, a ship can only ram another if its in front of it (or behind it, but not usually). Using the 'Intercept', 'Repulse', and some kind of weapon ability like GRG, or Nano-Disassembler, or even Cleansing Brilliance/Disintegration would probably give the best results. EDIT: crap, the danged 'Forums Go

328 Replies 499,419 Views

Sins of Solar Empire- mostly diplomacy. I want to be able to force the AIs into giving me 3000 credits or destroying 15 enemy structures for 100 credits and 5 metal/crystal (haha lol). On that note, being able to coerce an enemy empire into forming intelligence alliances would also be nice. Other than that, Sins is the BEST.

48 Replies 153,778 Views

Vasari all the way. Come on, is it really any competition that the Vasari have from the Covenant? Covenant can glass planets, sure, but the Vasari have Kosturas (instant door to the enemies primary planets), Phase Missiles (shields? Those were shields? I didn't notice them), and they've got the Egg, the Kortul (it's pretty good, just try it), and best of all, Gravity Mines. Covenant flagship bridge- "Truth, we have been immobilized by some kind of gravitational anamoly

55 Replies 224,012 Views

it's probably the 'renderShieldMesh TRUE' line that comes after the shieldmesh name. It's not in previous Entrenchment versions. Also, setting it to FALSE will make the game not render the shieldmesh.

67 Replies 167,124 Views

sometimes it'll happen when you're still young. And sometimes it happens that you like things that noone else of your age likes (example- Jefferson Airplane's 'Somebody to Love', and others from that era (1960s-70s)), or you like things that no one else your age understands (at least in my neck of the woods) understands what you like. Of course, a lot of what I like has to do with modding (Phase Out Hull with movement/jumping/shooting woohoo!), which so far no one else here in

43 Replies 180,191 Views

anyone who's still monitoring this thread, please pay attention! Several things- 1. akkan117, I figured out Particle Forge. Turns out I hadn't RIGHT-CLICKED the emitter button, to create a new emitter. After that, it was just following the instructions. 2. okay, so I'm making a mod called 'Vasari Supremacy'. I've scripted out most of the new ships, abilities, edited the strings files and manifest files. The problem I'm having has to do with the models/tex

495 Replies 1,064,420 Views

ramming would probably be best used on the Cretacus Necronum (SPACE BUGS!!!), as they rely on close ranged assaults. Simply put, the Legion does well at most ranges, the Taun'Shas excel at long distances, with some close-in equipped ships, while the Cretacus will get chewed up pretty easily, so they have the advantage of numbers and super-deadly close-range assault. Also, could you PM me the code for that if you already know it?

328 Replies 499,419 Views

Darkfall it nailed on the head Scoutdog. I did say 28 Days Later style though. also Darkfall, I'm not as prepared as it looks, as none of those things even exist (yet I hope, bwa-ha-ha (in low sinister voice))[e digicons]>_>[/e]

260 Replies 798,991 Views

well, I also plan to have some of my own personally-designed little things, like the- AR6 6.5x40mm Telescoped Caseless ammo assault rifle. Good range, punch, and firing rate, as well as capacity. ML16 16x40mm NT (Nose-Tail stacked caseless) launcher. Doubles as a Grenade Launcher w/ airburst (like real-life flak) capability, and can fire various types of shotgun-styled shells/slugs HMG15 15x110mm TC heavy MG. this baby fires explosive rounds, so you'll cut down ho

260 Replies 798,991 Views

zombies probably won't rise from their dead sleep. More likely some idiot scientists wanting to make super-plagues for the next big war will create a zombie-bug, that turns people into zombies. 28 Days Later basically, except artificially created. As for your idea noobsauce94, let Michael Jackson come. I'll be waiting with my big fat FOUR GAUGE Russian shotgun (that's ~23mm in European reference).

260 Replies 798,991 Views

use Illums or if you can, Guardians to kill the flak. Guardians won't actually kill 'em, but with Repulse teched you'll be able to slap around a bit, making them ineffective. The Illums will kill the flak/Cobalts, while you can have your fighters kill his LRMs.

10 Replies 4,555 Views

what I suggest is that, if you haven't already, download the 1.17/1.03 builds of the Sins Developer executables. You'll need WinRAR or 7Zip to unpack the archives. Once you've done that, and placed the executables into the Sins directory, which is on Vista C:\Program Files\Stardock Games\Sins of Solar Empire. Now, run the developer version of Entrenchment/Sins, try to load the mod. It will tell you if there is a problem. It's a good idea to have the mod folder you wa

19 Replies 14,683 Views

well, I've decided for the Assailant it will still have 5 abilities, but they will be as follows- Phase Rift Assault (much like the Nanite bombs on the Egg, but less devastating) Deploy Gravity Mines (deploys 7 instead of 10) Phase Assault Cloak (can still move/fire/jump while cloaked, hence the 'Assault' part) Create Phase Rift (much like the Antorak's Phase Stabilizer ability) and a specialized, longer-ranged version of decloak mines. The reason it wo

2 Replies 2,696 Views

well, for 'The Legions', the first race to be released will be the Empire of Taun'Shas, seeing as how most of their caps&cap abilities are already done. also, Rez, the Advent hangars don't recharge shields. Instead, they give them to themselves and nearby structures. Not quite the same, but similar. ramming, ooh, I like that. That would incidentally be perfect of the Legion of Vraxedes, and maybe a special close-assault cruiser for the Vasari (come on, the TEC really gonna

328 Replies 499,419 Views

I think that the 'PhaseOut' line does it, as the only time the ships look like that is when they are a) phase jumping between gravitational objects or b) phased out in a gravity well. Anyways, check my post on 'Vasari Supremacy', its going to have some of the things I tried in this.

7 Replies 3,777 Views

Well, after playing a little mini-mod called TEC Supremacy, I decided that the Vasari should get their own version of this. But with added bonuses. Here's a quick rundown of the changes I'm looking to put in/change- Phase Manipulator SC- carries an Area-of-Effect version of the Subverter's 'Distortion Field' ability Torpedo Bomber- basically a bomber doing more damage Antorak Marauder's 'Phase Out Hull' ability- I'll be changing this so it only targets friendly

2 Replies 2,696 Views