[quote who="tairos" reply="120" id="3051448"]Apologies if this is written somewhere, but what ship can I use to capture neutral resource asteroids in this mod? [/quote] Check the description of the ships in the frigate build menus; the green text says whether they can or not. Full list: Gallofree transport (Rebel), Hajen (NR), Botajef Armed Freighter (Republic), C9799 Transport (CIS), and Gladiator SD (Imps).
Lavo_2
Entrenchment hasn't changed at all really; NU works fine for that expansion.
I'll give you the buff file as I can't explain myself well . The ability works, even the current autocast system works, but it is not an ideal system, which is what I am trying to find. With an individual ship it works as intended, but when you have mutiple ships it does not. The chain idea is a good one, I'll have to look into that.
[quote who="Stant123" reply="564" id="3050326"]The ability itself should work. I can't find anything wrong with it structure wise. How is the buff set up?[/quote] It does work; I'm looking for a better autocast setup. You see, ApplyTargettedBuffToSelf is "effected" or "set off" by other ships, i.e. if a nearby friendly frigate has shield damage, the caster ship will move to that frigate in order to use this shield restore ability, even though this will not work, be
Alright so, I have an ability that restores X shields per second for the caster only. The ability works well, when fired manually, but I'm trying to get a good autocast going; using an ApplyBuffToSelf with ShieldDamageExceedsAmount as aiUseTargetCondition and/or aiUseTime does not seem to want to work for whatever reason. Any advice would be appriciated. Here's a paste for the current setup ; it's not the greatest as it is
[quote who="TobiWahn_Kenobi" reply="20" id="3050195"]Not true, I'm using 7.5 all the time. [/quote] Confirming; I'm on Win7 64-bit Ultimate edition and run 7.5 just fine. Everything I've rigged has been done in 7.5 without issue.
[quote who="Warb_Null" reply="1294" id="3048618"]This is a Viscount Star Defender from the Star Wars universe. It is a 17 km Behemoth serving in the New Republic navy. It is going to be in the Sins of a Galactic Empire mod[/quote] This is a fun thing to rig, with it's hundreds of meshpoints. :v It looks amazing in XSI, can't wait until it's actually ingame.
[quote who="Sinperium" reply="11" id="3049917"]What the heck is HW audio and why is it crashing my PC?[/quote] Odds are it's a sound driver of some sort. On a related note I tried to run Softimage on my netbook. Appearently Softimage needs a minimum resolution of 1280x1020 or something like that to run, or so it claims. There go my plans to rig models during my breaks.
[quote who="GoaFan77" reply="257" id="3049400"]Thing is I'm not sure if the version I had was the most recent version Nova released, but if you want I can upload my fixed files to see if it works for you.[/quote] Just upload the Gameplay.constants file; it's probably the source of the issue.
Your problem is the Gameplay.constants file... Odds are it's something Nova overlooked or something that was added in a Diplomacy update after NU's release. What the error means is that at line 598 there should be "breakRelationshipThreshold:Trade ##" but it sees that the line reads "offerOrAcceptTreatyHappinessThreshold:Trade 2.5", causing a crash.
Ludo Kreesh made a full icon set for Novus Universum, for those who wish to make maps for it in the GalaxyForge.
Ludo Kreesh made a full icon set for Novus Universum, for those who wish to make maps for it in the GalaxyForge.
[quote who="Seleuceia" reply="14" id="3039758"]I don't know if you can tie population techs to Invalid....I've never tried it, but somehow that just seems like it wouldn't work...[/quote] You can, it's been done in past revisions of SoGE before.
[quote who="SamazRalan" reply="1" id="3046942"]SOASE requires a player.entity file to have present all ship types -heavy, scout, light, utility0, utility1, etc... or the game dumps hard[/quote] Really? For the longest time SoGE lacked a Siege and AntiModule frigate, and it ran perfectly fine. There was even a time when some factions lacked an Lrm or Carrier frigateRoleType. You sure the issue wasn't something else?
Seems cash isn't the issue... Gave the starting Terran a production rate of billions per second, and this still occurs. For reference, there are 55 combat techs, for the Empire, their race. Red/yellow are an offensive AIs, greens are defensive AIs, blue is research, and pink/purple are economic AIs. In addition, the offensive, defensive, and economic AIs have the sam
Is it just me, or does the AI seem to flat out stop researching around an hour and a half into the game? It's really weird; even with all the pre-reqs they don't research them all. It might be that the AI simply runs out of money due to buying new ships, but it disturbs me. Actually I think it might be due to a lack of cash... As I did first test this with cash not being an issue; I'll look into this some more.
Get the reference files instead (at bottom of the page), assuming you mean unmodded Sins. Then, even though it still has a .constants file extension, open it in Notepad.
I worked on this thing's skin today.
[quote who="gladiatormaster87" reply="107" id="3045435"]This my cause some hurt, but I'll ask anyway. Who are the Vong?[/quote] These guys.
Hiya, I was looking over AExplosionLarge.particle and AExplosionVacuum.particle, for Ent, and noticed that it referenced some files that don't exist (in the mod's folders or Sins' itself), namely atmocloud1.tga and Blueray.dds. For the former, there is a .dds version in the mod's files and for the latter, there's a .tga version in Sins' folders. The lack of atmocloud1.dds can cause a bunch of black boxes to fly instead of smoke coming out.
[quote who="CloudsClear" reply="2838" id="3045346"]Created a mods-diplomacy v1.34 in the same Windows 7 user directory in which my v1.32 mods previously worked. Unzipped the main file into there then unzipped the hotfix into the gameinfo subdirectory. I get a minidump when I click 'Apply Changes' on the activate mod screen. [/quote] Try to manually edit your EnabledMods.txt file outside of Sins. That is change this line: enabledModName "*Folder Name here*" This will ge
[quote who="GoaFan77" reply="104" id="3045175"]I'd say. Those Vong ships are really something else to look at (is that a miid roik?). Too bad there is no way to make a single ship use different textures like planets do, would be cool to see a fleet of them with slightly different coloration..[/quote] They're nice, though sadly most of them aren't up to par with this ship, the A-vek Iliuunu, and Miid Ro'ik, for now anyways. [quote who="Warb_Null" reply="105" id=
A productive start to the day.
[quote who="Dante551" reply="532" id="3045121"]but when i go to play on any map including the ones i created as the aldar i spawn with a Terran planet instead [/quote] In this case you have to edit the .galaxy file of the map you want to play. Swap each instance of "TerranHome" for your custom planet.
[quote who="NHD-151" reply="1" id="3044822"]I think there's a vasari ship ability that can detect incoming ships, so maybe make a research that unlocks the building you're talking about and give that building the ability? If you wanted phase jump detection to be limited to the structures, i'd remove the standard research for detection[/quote] This is pretty much the only way to do what you're thinking of.