A new 1.80 compliant version is now avaliable through moddb!
Lavo_2
There's such a thing as false positives you know. No need to be condescending.
[quote who="ZombiesRus5" reply="2050" id="3420506"]did you use RacialBuffAtLocation?[/quote] Yes, I did.
[quote who="GoaFan77" reply="2048" id="3420336"]Interesting. That means that open Rebellion is always TEC Ships?[/quote] That is one consequence for vanilla, yes.
Ran some tests now, and it appears that Open Rebellion doesn't work with race-specific Open Rebellions, it has to be one single common Open Rebellion.
The AM Fountain star base bit is a "feature" in vanilla Sins itself; you really should be complaining to SD/IC and not to Goa.
Hotfix just came out recently, should work fine now.
To be fair, there isn't exactly anywhere to explain that you can't build an SB there, unless it's slapped into the ability description.
Indeed it has, and by changing the finish condition no less. Well, this was a nice exercise in futility.
Was looking over the Neutron Star and Black Hole's buffs and noticed that while they have a Phase Jump speed penalty, that the buff itself has a finish condition of EnterHyperspace. If my understanding is correct, with this finish condition, wouldn't the Phase Jump speed modifier be removed the moment a ship jumps, making it useless?
1) Yes, if you "build" Titans via ability. 2) No. 3) Easy to do if you implement #1.
The neutron star hyperspace debuff was fubar'd by SD. Best bet is manually fixing it, or not including it until it's fixed in the next patch.
Disable random events, they crash the mod. Failing that, wait for the new version; beta is already 1.8 compatible.
[quote who="kryo" reply="1" id="3418899"]I haven't heard about any others that will be 64 bit only at this point other than GC3, and that's still quite a ways out from release.[/quote] Star Citizen, though that's also a ways away.
I know a bunch of SoGE's are related to how the mod intentionally causes a ton of galaxy file errors. Namely that it removes the moveAreaRadius and hyperspaceExitRadius lines to force the game to take said values from a star/planet's own entity file. Other than those ones however, I'm at a total loss on how to find the source for this sort of error. It appears to be a sort of "catch all" error to me; anything that doesn't have a specific error is lumped into this one. </p
[quote who="Seleuceia" reply="73" id="3418605"]That error is a fatal error and there are several things that can cause it...I one time had this error because I gave a SC too many mesh points labeled as exhaust...[/quote] It's not fatal. SoGE has tons of them on boot and they don't crash the game.
[quote who="Sinperium" reply="2030" id="3418432"]Is it possible to limit discovering artifacts to a single modded faction?[/quote] Theoretically I imagine it is possible, by making use of the old faction mechanics. A race's "starting" faction can be defined in their player file, and the artifact, aka. research item, could be coded such that it requires that a race be part of a given faction in order for it to work. [quote who="Sinperium" reply="2030" id="3418432"]Including th
Perhaps leftover coding which was to be used for TEC Rebel stuff?
A solid read. It's interesting to read up on stuff about the industry, and the interviewer seemed to very much be on the ball with his questions.
Once again, I'm talking with reference to Sins' own mechanics. If Sins had a flexible hardpoint mechanic like EaW, it would be a different story. A chunk of Freespace's weapons would be better represented by abilities anyways, such as point defense guns.
Making home plants start with no pop and no frigate factory would kill the AI.
Easiest way to deal with events is include a RandomEventsDef file with 0 events, this way you don't have to worry about updating your manifests and whatnot.
[quote]I'm thinking one of a kind uber ship that just randomly screws with all the players.[/quote] Hello Mad Vasari Titan. I am fine, how are you?
[quote who="ZombiesRus5" reply="10" id="3417417"]If it's for all planets you can use one line with "Invalid" as the planet type IIRC.[/quote] Pretty sure it wouldn't work; for planets Invalid is actually a real planet group.
5 weapon slots is plenty IMO. With how Sins' weapons are set up, you really don't need more than 5 slots.