[quote who="Darvin3" reply="32" id="3007902"]Hmmm... I just tried it out, and the map didn't run properly. Both players got a military defeat the moment the game actually started. So it seems this doesn't work. And to think I had my hopes up [/quote] Not sure what you're doing wrong; I put in a custom random and it worked just fine on load. Edit: For reference, as it was to be a quick test, it was simply a Small Random Map with a player starting w
Lavo_2
Check this out.
[quote who="Darvin3" reply="30" id="3007889"] @_@ All this time... it's been doable... wow... I am speechless WHY DIDN'T I THINK OF THAT!?[/quote] Well, life is odd like that at times. The map doesn't seem to be dl'd to the other player's comp, but you can indeed run a match this way. Not sure why you didn't think of it, but hey, now that you know it works, use it!
As I figured out and tested here , Sins already has a way to share custom maps over MP. Simply slap the map into your (on Win7, for reference) ...AppData\Local\Ironclad Games\Sins of a Solar Empire\MapDesigner folder and host using the map from there. Once you run the map, everyone who doesn't have the map already will dl it, and it will work. I've tested this on the latest version of Entrenchment; I'd assum
[quote who="Darvin3" reply="28" id="3007882"]My hope is that Rebellion will offer a way for us to download maps in-game, thus maps can be shared informally and there will be no need to maintain a compilation. [/quote] I'd love to see this. I've seen it work in other games before, and it really has a huge impact on the MP community. Correct me if I'm wrong, but isn't this already in play for games made in the ingame map maker? If s- Wait I just had an idea. Has anyone e
Yes it's possible. You will have to edit the random maps, and more importantly, edit the GalaxyScenarioDef file in order to make the various homeworld start-conditions per faction. Though I don't understand what you mean by two homeworlds... Do you mean two starting planets, or two TerranHome planets? As there is a difference between the two; however you can indeed make the second planet colonized AND have starting structures/ships, even in a randomly-generated map, I've d
[quote who="TopAce6" reply="28" id="3007282"]its relevent because thats where you sign up to play the mod/beta.[/quote] But that has absolutely nothing to do with the mod itself... If you want to complain about the forums, do bug one of the forum admins; SWR is a site with multiple SW mods and communities, and isn't just SoGE and Warlords. I also personally have nothing to do with the maintenance of the forums.
[quote who="TopAce6" reply="26" id="3006992"]HEY that http://www.swrebellion.com/ site sends registration verification passwords in plain text in emails, not cool! ...thats bug report 1[/quote] Um. how does that have anything to do with the mod? Let alone it belonging here.
[quote who="GoaFan77" reply="26" id="3006388"] Before a new galaxy forge was only released when the formats of the maps themselves changed (making old maps obsolete), and with this new "trigger" system stuff and possible more with Rebellion its quite likely that will be the case again.[/quote] Ah, I see. If that's the case, two packs should probably be made; a Diplo/Ent one, and a Rebellion one.
[quote who="TopAce6" reply="23" id="3006386"]I to am awating this mod, And if there is a giant difererence i ship sizes like i heard there was.... GREAT! i want the cap ships to be massive compared to destroyers and frigs, i dont care if they are tiny specs comparitivly![/quote] Capital ships are indeed larger than smaller ships like the Nebulon-B, fighter are tiny specs. The mod is already out, with 1.0E publicly, and a newer version in an easily access beta test (link is i
What the heck am I reading? The GalaxyForge's status of maintenance does not have any bearing on whether a map is playable or good. Why should we wait for the new GalaxyForge when that has absolutely no impact on the maps themselves?
First one looks nicer imo myfist. The white lights blend in with the the rest of the hull and lights better.
How's about let's revive this project? Or restart it if it's gone; there's tons of people who have good maps out there, and there are also others who say that Sins lacks a good place/way for people to get more maps.
Solution, reduce mines. I know a few mods have done this, Novus Universum being one of them, and it helps stop the "minefield of doom" people otherwise make. Also makes you tactically place mines and the like.
Or if you want to make it REALLY deadly, give it a bunch of side firing, short-ranged medium/heavy guns, ala. 19th century broadside.
[quote who="boshimi336" reply="382" id="3002111"]so ... all I have to do as a player to stop an entire enemy fleet from running away is disable a capital ship? [/quote] If you spam gravity mines the AI won't be able to ever escape.
One thing I've noticed with the AI... It doesn't "know" when ships are effected by the DisablePhaseJump modifier; it just acts as if it is nonexistent. It's a rather glaring issue, and I was wondering if anyone here has any idea if it's possible to make the AI "see" this condition and act accordingly? Edit: If this is a hardcoded AI issue I got a suggestion for the devs; when ships are effected by this connection, don't let the player (AI or human) issue a phase ju
So in a nutshell, credits are replaced by manpower, metal is now supplies, supplies can only be "mined" via "refineries", and crystal doesn't exist. No wonder you said the resource system cripples the AI, I like this a good deal however. I'll be interested in seeing what you do with fleet supply.
[quote who="AgentExeider" reply="367" id="3000994"]I need to have a empty gravity well (no planet) spawn a starbase owned by one of the players on game start. How do you do this?[/quote] Make it spawn with a starbase constructor. You can't spawn pre-built starbases.
Sounds like it might be an entity.manifest problem. Might I suggest looking at Harpo's Tools and using his manifest generator? Might solve your problem.
[quote who="the50first" reply="55" id="2999951"]Found something else that would be nice. Order delay. So that once an order is given, it can take more or less time for a unit to actually follow that order. This would be IMMENSILY helpful for some of the stuff I'm modding in, as well as be good for a jamming ability.[/quote] You're looking for the instantActionTriggerType "OnDelay". Link.
[quote who="the50first" reply="9" id="2999929"]Unrelated question. What does "Is Psi" line do for the player entity?[/quote] In the most basic terms, tells the game/AI/etc that something is Advent. What this actually entails or leads to is beyond me however.
Link's dead? I'll get a mirror w/patch upped at some point.
[quote who="Aliksander" reply="18" id="2999549"] Wow I followed tthis mod way back when I was still playing HW2 a great deal, but gave up because I thought it had stalled. Glad to hear that you guys are going to take it up again.[/quote] Apologizes if it appeared to be stalled, until recently we haven't been paying much attention to the forums, having been sticking to the Warlords/SWR forums. EJ got a bit tied up with things a little while ago, so we haven't been up
So I noticed, it's one heck of an ability that's for sure. Main bit is the shields down part; in a nutshell I'm hoping to work that into a passive ability that's linked to Ion an weapontype that fires, and after some complex thing that checks if shields are down, applies a buff.