[quote who="Swiss Knight" reply="1202" id="3021336"]Anyone check ConceptShips today? [/quote] Nice models as always. Your modelers and artists continue to awe me.
Lavo_2
[quote who="Thoumsin" reply="1" id="3020320"]Everything is reset each time that you change the way to start the game... by example, you play with the usual sins exe and for some testing purpose, you start the sins dev exe who reset your config files to default value...[/quote] You can get around this by having a saved backup of the user.setting one has for the dev and regular exes. When switching exes, switch the user.setting files.
[quote who="soase-maelstrom" reply="1058" id="3020316"]I like your idea, it could be adsorbed into another ability and not as a separate ability. Also have you thought about increasing the resource drain further when the dread becomes a super-dread?[/quote] The super-dread upgrade could easily have it's own income penalty added to the buff files. Though, I have to say that adding an income penalty for every level up, that is, with each new ability, seems to be a bit much and essen
[quote who="GoaFan77" reply="2" id="3018919"]I think myfist has a script that can get a .mesh into 3ds max, he'll probably be here shortly to tell you about it. Also if its a Sins model some of the .xsi models have been made available by modders.[/quote] Here's the link. First part of the page is whatcha need shadonight.
Can you pastebin all the ability's files?
The AI doesn't move it's Home World unless it's starting one is lost; so they remain on the Dead Asteroid, which severely hampers their income flow and thus ability to colonize other planets and expand. Starting on a 'roid also mean the AI has an utter lack of logistic slots, so they do not build the research labs required for ice and volcanic planets.
Got this for Entrenchment, just wanted to say this is some of the most fun I've had in Sins for a long time; the AI responds very well to the mod in general. Only criticism so far is that the Skylark of Valeron seems a bit overpowered; I see the issue has been pointed out here though it's still present as of the latest Entrenchment version of Maelstrom.
[quote who="SereneOne80012" reply="39" id="3015704"]I love this mod, I've been following it since I first got Sins, and I'd love to contribute, but I lack the time and skill. My big question right now is, any idea when we can expect some stations?[/quote] Next public release; they are in the beta already. If you want to contribute; simply sign up for the beta and every once in a blue moon comment on how you're finding the mod (criticisms, things that need work, stuff that&
[quote who="GoaFan77" reply="1" id="3015073"]And you are wrong, the AI gladly builds the nonstandard capitalships in several mods without being colony types.[/quote] I can confirm this; the AI in SoGE beta does make Lucrehulk BBs and Providences, even though the Lucrehulk DCS is a colony capital. Further, I advise that the Devs add custom map sharing to [i]Sins of a Solar Empire: Rebel
[quote who="davidt0504" reply="37" id="3014815"]awesome, didn't realize there was a more current thread on this mod.[/quote] Yeah, we made a new one so we'd have better control over the OP and whatnot.
[quote who="Cylon_Luvr" reply="225" id="3014769"]Lavo_2.... you're approach is from the standpoint of simply "playing against" the Cylons as an AI, rather than considering those who actually want to play as the Cylons. Wouldn't be very enjoyable playing as the Cylons if you're left with duplicate and "filler" ships that are prohibitively expensive.[/quote] No, I'm assuming that the Cylons do not need a "complete" fleet, in comparison to the stock races, in order to fun
[quote who="Unikraken" reply="222" id="3014595"]The SoaSE AI will break down without the right number of ships. There isn't a way around it.[/quote] Technically, there is a way or two around it. The first is to simply put in duplicates of ships and simply change their frigateRoleType; this will give the AI the "number" of ships it needs while maintaining the smaller is better route. The second, while partially untested, is to put in "filler" ships which have the "unused" frigateRo
[quote who="Heero_Miiyamoto" reply="35" id="3013406"]Any idea on when I can build Y-wings that aren't masquerading as B-wings?[/quote] None. Getting a Y-Wing model that isn't ripped out of EaW is surprisingly difficult... I do have EJ's Y-Wing straight from HW2's Warlords, but getting it to function in Sins will take some work.
[quote who="Zeta1127" reply="261" id="3012899"]Ah, a Dominator-class Star Destroyer, she's an interdictor built on the spaceframe of an Imperial-class Star Destroyer, but the class name is unofficial, but it is official as far as I am concerned until they give me a plausible explanation.[/quote] You are correct.
[quote who="Zeta1127" reply="33" id="3012902"]Its a shame there is not info on the Rejuvenator-class, but a nice addition none the less.[/quote] Agreed on the lack of info. Though, seeing how useful the vessel is, plus it's unique modification, I'd like to think we are honoring the Rejuvenator -class as it deserves.
[quote who="Zeta1127" reply="31" id="3012557"]Ah, a Nebula-class Star Destroyer, she's beautiful.[/quote] Indeed she is. All of the NR cruisers that have models, and their skinned capitals, are absolutely stunning. Fittingly, the Nebula -class is also one of the NR's capitals; through the heavily modified Rejuvenator -class.
To add onto what I asked earlier; it appears that the maximum number of research prereqs a research tech can have is 2; adding anymore to the research entity will only result in the first two of the list to show up. Further, I advise that the Devs add custom map sharing
[quote who="boshimi336" reply="459" id="3011477"]A further question ... is there a maximum number that beyond it, the AI simply won't research?[/quote] This is pretty much the very same cap, for all intents and purposes, that I'm looking for. Further, I advise that the Devs add custom map sharing to [i]Sins of a Solar Empire: Rebellion.[/i]
For frigates and capital ships, what's the maximum number of NumResearchPrerequisites one can slap onto it? Further, I advise that the Devs add custom map sharing to [i]Sins of a Solar Empire: Rebellion.[/i]
Edit: Double post
[quote who="Sinperium" reply="437" id="3008944"]When it is changed to the following though (since this group won't own the planet--no one does) all the ships from this group and the other groups for the other races all spawn at once: condition type "NoPlanetOwner" param "Phase"  
[quote who="DirtySanchezz" reply="2" id="3008144"]I'm pretty sure I've screwed around with this in the past. I've compared the .txt map files side-by-side and was never able to figure out exactly what allows Map Designer maps to auto-download but not real Galaxy Forge custom maps.[/quote] Indeed. Seems that the Map Designer folder works with any random map; whether it be one made ingame or via Notepad. Further, I advise that the Devs add <a href="../../365031
[quote who="GoaFan77" reply="39" id="3008160"]That's exactly what happened when I was trying to change the map in the background of the Sins menu. Galaxy Forge maps failed to work but editted random maps worked just fine. Still, if they can send random maps over then the game clearly has everything needed to transfer any other map as well.[/quote] Seems like the engine has problems with "pre-rendered" maps then. This brings up the question on how to screw with maps whil
[quote who="Wrath89" reply="36" id="3008095"] Quoting Lavo_2, reply 35I tried this over ICO. Not sure if that makes a difference. I tried it on ICO. Both players instantly lose, no map is displayed, the only option is to quit.[/quote] That's... Odd. It worked perfectly fine for me... Perhaps the fact that it was a random-generated map, even if a custom/edited one, was the difference?
I tried this over ICO. Not sure if that makes a difference.