It has to do with armor types I believe. The ships in stock Sins don't think that constructors are a worthy target. In some mods where armor types have been heavily modified, constructors are a top priority for some ships, such as fighters.
Lavo_2
Are you sure? I have 3ds Max 2014 and it works as intended, 2015 should be fine as well.
https://forums.stardock.com/176051
STA3 has this. [quote who="GoaFan77" reply="3" id="3464151"]I was thinking it might be possible to make a unique debris for each ship that is just the ship model. That would prevent the game from filling up with solid entities, and it wouldn't require any new models to be loaded.[/quote] Do remember if you want to do any texture changes at all, or even remove say the da texture, that requires a new mesh, even if it's the same barring that simple change. I'm pretty
How to fix most MP crash issues: Put Large Address Aware into the game, to greatly improve mid/late game stability and alleviate RAM related issues.
[quote who="IskatuMesk" reply="2265" id="3464199"]Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins. [/quote] You can disable shield mitigation entirely by removing the minimum 15% from each PlayerRACE entity.
It's actually not supposed to stack that much. Will fix! Experience awarded is based around the supply value a ship is worth. 1 supply means 1 XP. Pirates in Sins suck in general, honestly I haven't been able to get them to be anything decent, and aren't going to spend time and resources on 'em, at least for now. Might be a vanilla bug! I don't mind complains as long as they have proper reason, as I'm sure you're well aware of. :P
The amount it increases per damage is defined in a faction's PlayerRACE.entity file.
[quote who="Darvroth" reply="4533" id="3461278"]I even armed it and set the defaultAutoAttackOn TRUE. Still it sits there stupidly, even when enemy ships enter the gravity well. I'll keep tinkering but I'm open to suggestions.[/quote] Ensure that: defaultAutoAttackRange "GravityWell"
[quote who="myfist0" reply="3" id="3461418"]right, that was the 3DSmax importer script that needs trinity meshes[/quote] The guy's made a newer version that also accepts Rebellion meshes and also accepts both bin and text meshes.
[quote who="GoaFan77" reply="12" id="3461083"]The Fortress of MODrad-SPur cannot be captured by your pitiful forces of light. ... Your army will be decimated by our first attack. No amount of micro can save you. [/quote] Worse still, I have further shored it up with abilities and vessels not meant for vanilla Sins! None shall pass the almighty Executor-class Star Dreadnaught.
Personally I don't want to lose v1.80 Unfair, and if it's moved to v1.82 Cruel, then Cruel must lose the free research bonuses it gets.
It's been noted the SW Galaxy Map can cause lag to the point of crashing. Unfortunately you'll have to give up on it. [quote who="kidofamerica" reply="675" id="3460480"]I am not having luck trying to sign up to your forums to download the mod? Is there an alternate way? Is a Download link buried somewhere in these 27 page thread?[/quote] Forums are no longer used for the beta, details here: http://pastebin.com/Ssu9kBxp <
[quote who="domzzavy" reply="673" id="3460300"]I recently found this mod on the nexus website and i must say it has rekindled my passion for playing this game again. the only trouble im having is for whatever reason as soon as i discover a gas giant planet with the huge rings the game slows down anytime i were to zoom in close to the planet or to any surronding planets. is there a specific cause for this or will i have to find a certain texture file to disable on the gas giants?[/quote]
SotP will not run on Diplomacy, you must launch Entrenchment's exe itself.
[quote quoting="post"]this game like most things made in the usa USED to work!!! not any damn more... wtf??? fix your damn "Apply changes" button IN THE GAME. I am so thoroughly sick and tired of having to retype the info in the damn "enabled mods" file every damn time i change mods to play!!! [/quote] Actually, the ingame mod options menu has been broken since Entrenchment. In fact, recent Rebellion patches have improved it's reliability, though it still is not perfect.
The modding scene is still going strong, it just so happens that most of the active large mods/mods in development, such as, STA3, SotP, Ascendancy, SoGE, and 7DS, have their own off-site forums and communities, and do not post updates here much. If you look at those mods' ModDB pages and/or forums, you will see plenty of activity and evidence of continued development. In the modding forum itself, the get an answer thread is pretty much the vocal point of the forum, as there are no new pr
[quote who="GoaFan77" reply="2241" id="3454394"]It crashed because of the levelsource type. You unlock finest hour by leveling up a capitalship, but frigates don't have levels. Look at a frigate ability like the TEC Repair cruiser's repair ability, which uses "fixedlevel0", and set up the ability file to look more like that.[/quote] That's probably not the case. You can give frigates abilities that have an Intrinsic level source type, and regardless of the level requiremen
[quote who="Wintercross" reply="12" id="3453470"]Well that's strange. It must effect beam weapons differently because I find my broadside beams fire at multiple targets even with SynchronizedTargeting true or false when the bank has more than one target.[/quote] Beams are indeed effected differently, as there are times when beams are still firing on a single target when their cooldown passes, and rather than "re-fire" on the same target, they fire at another one.
This will sound nuts but, try deleting your Settings folder to get Sins to redo your settings from scratch. A bunch of people have fixed strange SoGE-specific issues that way, including but not limited to, minidumps due to loading a single particular faction.
The .mesh and .particle files are in BIN format. The entities were left in text format as there are many who enjoy editing and tinkering around with SoGE, plus the fact that having the entities in text does not have a significant performance loss. Converting the entities to BIN would not alleviate your issues. Additionally, I must ask which map you are playing on, as if it's the SW Galaxy Map then the fault is in that specific map, due to it's vast size. That being said, conve
[quote who="Wintercross" reply="5" id="3452846"]That is actually wrong. SynchronizedTargeting means all shots fired from that weapon will hit the same spot on the target. [/quote] No, he's right. It also has the secondary effect of only hitting a single target per bank.
[quote who="Delnar_Ersike" reply="55" id="3447203"]a slight increase in the AI research check frequency[/quote] How did you manage to do this?
[quote who="GoaFan77" reply="2230" id="3450188"]It is depreciated from the Skirantra's Microphasing Aura ability. Yes you're free to rename it/use it for whatever you want, in fact I'm surprised you didn't know of this Lavo. It has been one of those secret modding tricks for a while now. [/quote] Well, originally I was going to use Jump Interference, then I noticed Phase Dodge, and figured that would work well. Went to check if it actually did anything a
What exactly doe s the entityBoolModifier PhaseDodge do? I can't see it being used by any ability/buff; not even in regular Sins v1.195. My reason for asking this is, if it does absolutely nothing, that I could reuse the constraint it has for something useful.