[quote who="KingMakerRook" reply="142" id="3058077"]Any particular reason that there is no script to have the first free Cap ship? I'm really, really enjoying this mod (bloody fantastic work), but the "no-free-flagship" kind of caught me off guard.[/quote] Primarily because eventually that would mean free supercaps. As a compromise, that's why you start with enough credits and resources to buy a capital ship right off of the bat on any map, assuming you select quick start.
Lavo_2
Sorry for the double post, but I was wondering if getting "FAILED VERTEX CHECKSUM" with ConvertXSI means anything? I've gotten it before with some models, though they look fine ingame.
EaW is really moddable, I remember that from back when I made the Hull Breach mod years ago. Vanilla though, is weird. Like Zeta said, Petro suddenly decided to switch to new ships rather than use existing ones, heck even the Tartan's files clearly reference the Carrack. Then there's the entire Zann Consortium in which every single unit is overpowered. Literally, every single one of their units, in comparison to their Rebel and Empire counterparts, is superior. The one example I alway
Yeah, it's probably around the Dreadnaught firepower wise. Also glad to see you around Nova.
[quote who="JCD-Bionicman" reply="15" id="3056622"]It could just be that he exaggerated his circumstances though and there was only one high level planet next to his homeworld but he said he was having a hard time colonizing.So the issue here is unfair player spawning.[/quote] While this is primarily a hardcoded issue, the "Enlarged" series of random maps helps with the issue somewhat by trying to force a sort of "wall" of tech 1-3 planets (aka. ones that aren't extremely tough to
[quote who="JCD-Bionicman" reply="11" id="3056420"]Now, if we can manage to put that childish troll call bullshit and other behind us, I will say Im not happy with SOAGE because its not really balanced out. For some reason, when I got coruscant and a few other planets, I still had more credits than my brother even though he had more planets and they all maxed with econ. Thats just one example of many. So, I suppose Requiem might be a better choice? I mean, I would prefer Requiem over Galactic
[quote who="JCD-Bionicman" reply="7" id="3055946"]Goa, by arguing this point of "theres not such thing as a right or wrong opinion" your also saying that "its not okay to argue your opinions" because of that reason. So we both have opinions on what an opinion is and by arguing with me about the definition of an opinion you are effectively contradicting yourself. Im strawmanning you say!? I am? Well then if Im strawmanning then why did you not answer my question about which mod (in your o
[quote who="ransomthetoaster" reply="587" id="3056107"]Can I somehow select regions to unwrap and the paste them into the texture editor? Is there another program that doesn't cost tons of money I an use? [/quote] If you are a student you can gain access to Autodesk's host of programs, such as Maya and 3DS Max, assuming you do not use them for commercial purposes. On a related note, I was wondering if it is possible in Softimage's UV editor to select and dele
[quote who="GoaFan77" reply="585" id="3056066"]They both show up in the infocard as percentages.[/quote] I have no idea then. Maybe it has something to do with races and/or how the buff applies the modifier?
PlanetModuleBuildTime is a percentage, ex. 300%, UnderConstructionRate is probably a fixed amount, i.e. X seconds, but I can't confirm the latter.
I've found that if you give the AI capital ships that level up to 3 as soon as they are built the AI will spam capital ships. It isn't unusual to see fleets with 6+ capitals per fleet with such autoleveling. This was observed in the SoGE beta, before this was bumped down to level 2 due to being overwhelming because of our titans. As well, if you reduce the research cost to 0 for the AI, it will keep researching. I realize this sounds silly, but it makes the AI play a good deal better,
[quote who="noseforget" reply="4" id="3055770"]Sorry, I speak Spanish and I've seen in several posts that say "devs" and still can not get to know those who relate, could someone say so?, from already thank you[/quote] "devs" = Ironclad + Stardock
Requiem keeps the vanilla factions and balance currently set up in Sins, while Sins of a Galactic Empire is a total conversion mod (i.e. no vanilla factions, etc). While both are Star Wars mods, they've set out to do entirely different things.
[quote who="Seleuceia" reply="13" id="3054782"]That being said, I'm not aware of any other method of getting the AI to use SB abilities...[/quote] I'm wondering if the AI even does the research for the abilities; as that might be the root cause of the problem. Also Quiet_Man, you do realize that the ResearchCostAdjustment you put in the OP increases the cost of research by 200% right? I've personally given the AI this research setup, they still play like a bun
[quote who="SemazRalan" reply="134" id="3054859"]can you get it into SINS? Would like it for 7DS too.[/quote] None of us have time to rig more stuff, I have a backlog on rigging actually, though if Warb sends me the .max file I can get it into .obj for you guys.
[quote who="TheStainlessSteelRat" reply="130" id="3054555"]In capital ships production the money cost is ok but the supply is kinda high for the Empire and CSI I would want them to be little lower my self is there going to be a change on them? [/quote] No, capital ships are extremely powerful, if anything they should have their supply costs increased. [quote who="TheStainlessSteelRat" reply="130" id="3054555"]Is there going to be a change to make the money and supply
[quote who="ZombiesRus5" reply="113" id="3053857"]Ditto... You accomplished a lot with this effort. Congrats and good luck on your next venture.[/quote] Thirding; this is just a start. You've done a lot with this, most people would not be able to do half the work you've done in the same timeframe. I can tell you have a future in modding, perhaps not for Sins, but I'm sure you'll find something in the future which will reel you in.
[quote who="Molkovien" reply="126" id="3053602"]I think all the races could use more differentiating in the starbase options: Scramble fighters, call reinforcements, holonet receiver, ship construction, super laser (in the comic books about the emperors clone returns "Dark Empire", their is something like this)[/quote] This isn't a research idea really; though yeah the stations need more variety. Unfortunately none of these specifically would work, due to being overpowering or sim
[quote who="Mord_Sith84" reply="519" id="3053473"]I've downloaded a lot of mods... Dolynicks stargate races mod.... Kyogre12's.... and they were just one mod file that had to be activated. Why is this one different?[/quote] Because if you put this all into one mod Sins would simply die for 99% of people. It also lets people pick and choose what they want to play with, which means less system resources being used, and for some, less bandwidth being used by dling.
[quote who="Molkovien" reply="122" id="3053091"]The AI never builds starbases (Golan defense platforms), will build constructors though. (This is on highest difficulty)[/quote] I've seen them build them, at times they don't. It's weird, I have NO idea why the AI does this and it isn't fixable. [quote who="Molkovien" reply="122" id="3053091"]The AI tends to not build enough research stations for higher level research such as getting the big capital ships unl
[quote who="Stant123" reply="578" id="3051976"]Back in the early days, 0 meant the game couldn't target anything, not no range. If things have changed, then great, because that means 0 for the range is basically an IsSelf constraint. [/quote] It is, up until a ship goes halfway across a grav well to try and use the buff on a friendly frigate. :P
[quote who="Sinperium" reply="45" id="3051865"]Well after spending 5 minutes with Autodesk's s-l-o-w download for the demo of the full 64 bit version of Softimage 2012--it crashes too.[/quote] 2012 doesn't like to work with Sins; for whatever reason the .xsi it exports hasn't worked with ConvertXSI, in my experience anyhow.
[quote who="Stant123" reply="576" id="3051776"] Take the first ability you gave us (the cap ship shield restore), make the constraint say capital ship, and make the range 30 (or 20 or 15, something meaningful, but not 0 since zero means 0 range, not no range, and it cannot target anything at that point, not even itself), and then use the only in combat use time. [/quote] At a range of 0 the buff can be used on the caster, and only on the caster. OnlyInCombat seems to reduce the s
Sinperium, have you tried setting up a virtual machine and/or dual boot on your system with a 32-bit OS, or simply not Win7, and running Softimage on that? Might do the trick.
[quote who="Stant123" reply="568" id="3051070"]*Text*[/quote] Thanks, though that doesn't address the issue I believe. It's an ability that is used by both frigates and capital ships (capitals have a version that's stronger). I'll play around with the ranges though, and see if that works. I had attempted to set the aiUseTime to OnlyWhenManyTargetsHaveShieldDamage earlier, to no avail unfortunately. Bah, if only there was a constraint of "IsSelf" then this would work pe