[quote who="GoaFan77" reply="5" id="3444689"]I've tried to use this before but I've never got it to work. Are you saying you have?[/quote] 7DS has. I haven't tested it myself, but 7DS has it working. Edit: Just tested it, it works. You will get the loading screen/leader picture of the faction you choose, but your units and research will be of the override race.
Lavo_2
This can be done for preset maps, but only for preset maps. Disable random spawn, and make use of the overrideRaceName function in maps.
[quote who="Watweissich" reply="62" id="3442172"]And please review the assimilation. It seems overpowered. It is canon regarding the show, but it kills the fun a little if your full blown Romulan armada gets desintegrated in short time.[/quote] Nope, working as intended. Don't like it? Don't play with the Borg.
[quote who="Makon86" reply="4867" id="3442911"]I know Wintercross is using some different models that look very nice. As sparda said, get in touch with him and maybe send him a model or two ( I think he did the ISD1 already) for comparison to see how both versions stack up![/quote] Not to be arrogant, I can tell you for a fact that Max's fixes are better, as they do not exclusively address tangents, but they also make the models less RAM intensive. Models are a huge contribution t
[quote who="Makon86" reply="4864" id="3442904"]If we were hitting the RAM limit on boot, we would never be able to run the game would we not?[/quote] That would be the case if Sins was consistent in how it loaded and processes files. It isn't. If one is just skirting the RAM limit line, there are a large number of factors at work pertaining to a crash, all of which can cause or help prevent RAM related crashes. LAA would also help late game stability and prevent late game crashes.
[quote who="GoaFan77" reply="2186" id="3442898"]Well, that solves another one of my problems. So you mean RacialBuffAtLocation can only be used on a culture flip?[/quote] That is what I would assume. When I tried mixing it and Open Rebellion, iirc the planet was successfully killed, but the fleet never spawned nor was the planet re-colonized. Got an odd dialogue message for the event on top of that.
[quote who="Makon86" reply="4862" id="3442842"]However, memory limits (from gameplay) aren't really an issue. It is starting sins with the mod enabled that is giving stability problems, once in game the mod runs great. [/quote] With a mod as large as 7DS you can hit the RAM limit during the initial boot. [quote who="Wintercross" reply="4860" id="3442688"]Pretty much all the models are being redone as our old ones have plenty of terrible tangents...[/quote] Maxloef
[quote who="GoaFan77" reply="2184" id="3442888"]I'm not sure if anyone has messed with Random Events much, but from my experiments spawnType "RacialBuffAtLocation" appears to only work on triggers, not other types of random events. Which is quite unfortunate, as that seems to take a lot of flexibility out of this mechanic.[/quote] I can confirm this based on my own testing as well. I can also confirm that "RacialBuffAtLocation" cannot be used in tandem with the Open Rebe
[quote who="Makon86" reply="4859" id="3441918"] We have been known to push the game to its breaking point LOL. We are attempting to reduce, optimize, and 'trim fat' to enhance overall stability and resolve these start up issues.[/quote] You guys really should make LAA mandatory and do a multiple race folder breakdown.
[quote who="Seleuceia" reply="10" id="3442649"] Fixing lag can easily be done in 5 minutes... Remove carriers from each player entity file...problem solved....[/quote] You're fairly naive if you think that strikecraft are the end all problem for lag. Eliminating carriers will only delay the inevitable.
[quote who="Uncrustable" reply="7" id="3442568"]If they fixed ... lategame lag....[/quote] Not possible.
If the problem with LF versus flak being that LF act like a heard of lemmings, why not turn off focus fire (prefersToFocusFire) for them? It would make them less useful in killing single units unless you micro, but against their primary opponent, flak, they might perform much better.
[quote who="AceXMachine" reply="2180" id="3442352"]Does it "confuse" the AI to assign multiple roletypes to frigates?[/quote] No, it does not. [quote who="AceXMachine" reply="2180" id="3442352"]I set my siege frigate to "Seige" and "Light" so it would also attack other ships without having to be directed to do so manually every time.[/quote] Frigates that can bomb planets will always rush planets no matter what role type you give them.
[quote who="lordcronos" reply="2168" id="3441833"]i cant seam to find the variable which is controlling the radius of the construction area around the planet[/quote] This is actually defined in the entity file of the module itself, nearPlacementDistOffset and farPlacementDistOffset, are the variables you are looking for. One fun thing to note is that these lines allow you to have structures have different placement limits, such as allowing planets to be placed everywhere and limiting
[quote who="SoulxReaper" reply="50" id="3440325"]AMD/EA got carried away in the mantle hype and die hard bf2 fans (me partly included) may have gotten sad at the situation, but these decisions are based on reality, not some fantasy world where everyone has time to do everything. [/quote] EA may very well have screwed up with Mantle, as with many other BF4 issues, however Mantle is far from pure hype. There's very concrete, independently verified, benefits to Mantle as show in nume
[quote who="mikefacciola" reply="662" id="3437440"]Got the core running, however it was only allowing me to choose the empire, which I am sure was intended. How do I get the beta to work with the other items however.[/quote] Refer to the ReadMe.
Using just CORE, 80389289
No idea, but 1.82 hasn't done any major file reworks, so it should work on 1.82 without issue. Edit: Just got 1.82; running without issue.
[quote who="GoaFan77" reply="2133" id="3437058"]Unless you change the FrontEnd map to not have planets perhaps.[/quote] This works, can confirm from personal experience. Though imo it's better to put in a fake star entry, so you don't have anything in the background, as the FrontEnd will never zoom in on a star, just shows off the star's icon for whatever reason.
That is also an extremely good use for the line as well.
The Kol uses it for it's beam weapon. I don't know what other ships use it, if any, but it's quite useful for modders. Allows a ship say, have point defense weapons that hit multiple targets, but have their main weaponry only focus on a single target.
Actually, that quote is saying the same thing I am, that SynchronizedTargeting does not allow multiple ships to be fired upon.
SynchronizedTargeting matters too, if you have multiple targets per bank. Setting it to TRUE essentially limits that weapon to a single target per bank.
[quote who="Seleuceia" reply="2126" id="3436587"]Goa, if you ever figure that out, you should post it so you can be elevated to God status...[/quote] Has anyone tried swapping out the cosmetic Titans' meshes with planet meshes? That probably would do the trick.
[quote who="IskatuMesk" reply="2124" id="3436346"]Edit their entities and use blank models?[/quote] Putting on a passive ability with the wonderful line IsInvisible achieves this easily.