Lavo_2

Lavo_2

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

[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).

747 Replies 2,210,411 Views

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.

2,761 Replies 7,653,888 Views

[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

2,761 Replies 7,653,888 Views

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

2,761 Replies 7,653,888 Views

[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.

59 Replies 166,484 Views

[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.

1,643 Replies 3,610,381 Views

[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.

59 Replies 166,484 Views

[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.

312 Replies 730,871 Views

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.

312 Replies 730,871 Views

[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.

28 Replies 40,510 Views

[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?

6 Replies 4,144 Views

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

134 Replies 119,213 Views

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.

134 Replies 119,213 Views

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.

4 Replies 3,914 Views

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.

298 Replies 754,786 Views

[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

5,473 Replies 14,251,067 Views

[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=

747 Replies 2,210,411 Views

[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.

2,761 Replies 7,653,888 Views

[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.

4 Replies 5,706 Views