Lavo_2

Lavo_2

Joined Member # 4118112
1 Posts 129 Replies 1,713 Reputation

[quote who="Blair Fraser" reply="422" id="3402984"] The thread has been read many times We have more Sins stuff coming up so its easier to include these kinds of changes. I'll take a look at how much effort it would take to allow the radii to be based on the spawning entity if left blank. But no promises![/quote] This is great to hear. Thank you for doing whatever you can regarding this!

543 Replies 1,419,413 Views

[quote who="DrJBHL" reply="5" id="3401189"]Yes...but in truth, the F-35 will probably be the last manned combat aircraft.[/quote] Just like how guns became unnecessary around the time of Vietnam. I wouldn't be so quick to count manned combat aircraft out for good, in particular for air superiority craft, regardless of what people say. For bombers and other ground attack craft I can see this being the case for a number of reasons however.

8 Replies 28,439 Views

To be frank, I don't give two %$@!# about the whole global warming debate, but pumping less CO2 into the air is a good thing as it means humans breathe it in less and less of that crap gets adversely absorbed by stuff we care about such as water. Add to that the fact that petro has a large variety of uses outside of fuel, such as in the manufacturing of polymers/plastics, and it will either eventually run out or become horribly expensive to produce. Also burning fossil fuels tends to rele

2,913 Replies 9,308,504 Views

[quote who="ZombiesRus5" reply="1298" id="3399384"]It's one thing the AI does seem to actually do. They earn less trade income per port though (1/2 of a normal port). [/quote] Perhaps, if spamming them is that viable, reduce the things to 1/4 or 1/5 of a regular trade port, and/or reduce their culture spread? Or increase their resource cost or even their logistic slot value? [quote]This is a Sins hard coded thing.[/quote] Not entirely related, but I'v

1,320 Replies 4,053,718 Views

[quote who="ZombiesRus5" reply="1994" id="3400810"]The Gameplay.constant entry affects abilities.[/quote] This is what I was inquiring about with reference to the entry being "flexible". Karma to both of you for solid answers.

2,761 Replies 7,659,566 Views

[quote who="Darvroth" reply="4245" id="3400731"] colonization penalty for asteroids can be set for each race as a mechanism to retard fleet development but not necessarily colonialization which is necessary for resource gathering[/quote] Only way I see this working is via techs screwing with population counts, and sending them into the negatives if possible.

5,473 Replies 14,260,188 Views

[quote who="GoaFan77" reply="42" id="3400369"]They are valid, I think it might even work with Rebellion meshes. [/quote] I've been using it with Rebellion meshes for quite some time.

205 Replies 886,008 Views

Does using CAPITALABILITY as a regular weapon's AttackType cause the game to throw any errors/whine? As I've confirmed it appears to work without issue, though I don't know if this works well under the hood. As for why I'm using it as an AttackType, got a weapon that has no advantages or disadvantages for hitting a given armor type, and I noticed that CAPITALABILITY can fill that job.

2,761 Replies 7,659,566 Views

[quote]Although, the NumResearchPrerequisites line is limited because the research subjects have to be near each other on the research screen otherwise the dev mode comes back with errors.[/quote] This doesn't have any real impact on the game however; it won't break the game nor will the AI have trouble with it. Worrying about minor errors in the dev exe is overrated.

4 Replies 5,951 Views

[quote who="Nomada_Firefox" reply="623" id="3395539"]Great work. If I have not told it before, if there is anything which I can make for help you. I´m around here.[/quote] Your help is appreciated, much thanks! [quote who="Dark_Ansem" reply="625" id="3398034"]to the custom symbols?[/quote] That's already in the symbols list. Look harder.

747 Replies 2,212,340 Views

[quote who="GoaFan77" reply="51" id="3397079"]well except the Clone Wars people, but I can't really come up with a plot that includes them. This one is crazy enough as it is [/quote] Kaine and the PA used some Clone Wars era ships and units, could give them some. Note: Not being entirely serious here.

577 Replies 3,004,787 Views

It can be changed in a ship's entity file, assuming you've made the needed entries elsewhere. Call me nuts, but might I suggest looking at one of the Star Wars mods that are already out for Sins to get a better understanding of this?

2,761 Replies 7,659,566 Views