Whiskey144

Whiskey144

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

I tried D/Ling the v0.9 of this mod, but for some reason it pretty much locks up at about 7%, and then I get a 'Windows cannot download SOGE0.9.7z from warlords.swrebellion.com. The connection with the server was reset' message. It my just be my comp or it could be the server. I have tried multiple times. Also, will v0.75 of this mod work in Sins v1.17? Additionally, hosting the file on filefront might be a good idea (filefront is free by the way).

1,730 Replies 4,148,448 Views

hey guys, a tip- destroyers are actually light ships, being only slightly smaller than frigates or cruisers; Lancers or Snipers should be done as scouts with ERL (Extremely Long Range) weapons. A mod I am currently working on will feature a new race with scout ships armed with ERL railguns capable of firing across a gravity well. Why Lancers should be scouts- because they are designed to be the 'sniper' ships of the mod, and snipers are most often deployed as scouts. Scout shi

328 Replies 499,074 Views

I'm Whiskey144 (in-game name 'Lord Vraxedes' or 'Vraxedes Empire'), and this is a post about a mod I'm currently planning (July 4, 2009). It will feature at least 2 new races, new ships for all races, and some new structures as well. They will be constructed of both modified vanilla/Entrenchment models and new ones of my design. !!IMPORTANT!! AT THIS TIME THIS MOD IS STILL IN THE PLANNING STAGE. MODELS AND SCRIPTING WILL (HOPEFULLY) START SOON. For some really great things, you have t

87 Replies 35,679 Views

thanks for all the info kyogre. once again, I have other questions: 1. one of the new races I am planning to put into a mod, the Empire of Taun'Shas (no, it's not the Tau from Warhammer 40k), will (hopefully) use the same factory to produce all of their ships. Is this possible, to have a single factory produce frigates, cruisers, and capital ships in either Sins 1.17 or Entrenchment 1.03? 2. any good ideas for a 3rd race? (I have 2 so far- the Legion of Vraxedes (pro. VRAKS-AY

495 Replies 1,063,460 Views

7DS team, a few more Q's (I'm full of them aren't I?): 1. Post #11/#13 (can't remember which) by Annatar11 notes that Entrenchment is coded for up to 4 TYPES OF STRIKECRAFT. I know that it's up to 3 at least (Advent are the evidence), but is it true that up to 4 may be used? 2. Zero10oneSB, have you tried zooming in on the model, or where it was? If so, and it still wasn't there, try doing it with scale factor at 1, and then script it and put it in the game. If it's bi

495 Replies 1,063,460 Views

thanks kyogre for the info. also, anybody know how to assign weapon hardpoints? and kyogre, are you also part of the 7DS team? kyogre, I specified the value that I think has the constructor consumed in the process (check post #381). The mod I want to/am making will have ships called 'Mobile Star Forts', which will have some starbase-style abilities but capital ship mobility.

495 Replies 1,063,460 Views

sorry for the double post (probably again), but I had 2 more Q's: 1. reusable starbase constructors- how could I do this if it's possible. here's some code from the ships that build starbases- moveThruTarget FALSE Note that this value is the same on all 3- the Jarun Migrator, Raloz Heavy Constructor, and the Advent constructor (don't know the name yet, as I haven't played Advent since I 1st got the game) 2. starbases that can phase jump- how could I do this if

495 Replies 1,063,460 Views

Hey, 7DS team, had a few Q's, so I thought I'd ask where they'd likely be answered correctly. 1. Do ships with shields require a shieldmesh? 2. If so, then how t create said shieldmesh? 3. as I understand it, each ship can have up to 3 DIFFERENT weapon TYPES, but in up to 4 BANKS of weapons. Is this correct? 4. (kinda dumb) where is the shieldmesh resizing tool for D/L? 5. (also kinda dumb) which faction do you think is the best? (my moneys on t

495 Replies 1,063,460 Views

I D/Led it earlier harpo, so it should be helpful HOWEVER, It can still be helpful knowing how to do it manually, as if the program doing it for you messes it up (no disparagement to yours intended), then it's a good idea to know how to do it manually.

14 Replies 12,876 Views

senorfrito, if you read all of the post (no offense), then you would have seen the mod I mentioned. Truthowl also mentions the same mod I D/Led, which I now know probably won't work with my Sins version (1.17).

17 Replies 8,688 Views

CursedSpirit, I just D/Led a mod called 'PhaseScout'. It is similar to what I wanted to do. Here's how it works: Basically, the scouts have the 'Infallible Jump Drive' Ability replaced with a new one that allows for the fleet to jump from one planet to any other one in the map. Period. My home to yours. The catch- YOU MUST SCOUT A PLANET TO BE ABLE TO JUMP TO IT! This actually makes sense, as if you don't know the coordinates (location) of a planet/oid

17 Replies 8,688 Views

is it possible to have ships jump between unconnected grav wells? and really far away grav wells (like my home planet across 3 star systems to your home planet)? (this would be a researchable subject similar to LR-jumps)

17 Replies 8,688 Views

anyone still in there? If there is, my suggestion is to make your own ability based on the 'PhaseOut' ability. Call it 'Cloak' or something like that, and then it's likely that it'll work. If not, then cosmetic is the only way to go. EDIT: if anyone's still lookin' at this thread, I think if you look at the buff file, and remove certain modifiers, it MIGHT work. These are the modifiers for the Vasari Scout's 'Phasic Cloaking' abiltiy- numEntityBoolModifiers 7<b

16 Replies 12,128 Views

Thronde, Thanks for sharing how you fixed your problem. I myself am working on a new race mod that will also give additional ships to all races. Knowing that that's how to fix crashing in the event of new ship type additions is extremely helpful.

14 Replies 12,876 Views

Ashtoruin, While I am equally new at modding Sins, I have toyed around with Battlefield (it's an FPS series). You should also be more specific about what your trying to do. From what it looks like you want to give the Vasari Starbase the ability to function as a phase stabilizer gate, to allow direct phase jumps. I don't think that it's possible, due to the fact that the phase stabilizer ONLY does that, while the Vasari Starbase does more than that. What I suggest- PM Thoumsin

1 Replies 2,615 Views

Thoumsin, thanks for that, that is just great for me! I don't know how much help I'll be, and I'll probably not find many, if any, problems with the 7DS mod (never tried it before); also note that sometimes people should also use parantheses to show what the abbreviations mean, I had to google PM and then look at it on wikipedia. Figured it out though, and everything is on track on my end.

495 Replies 1,063,460 Views