[quote who="myfist0" reply="16" id="2993724"]Just found my old HW2 disc and after a .Big pain in the ass with Relics .BIG files I have scooped the OST and voices.[/quote] You wouldn't happen to have a link to that extractor that you used? I'm also having a nice big pain in the ass trying to get those opened up. I also could help out with the Star Wars races, having some experience with 'em.
Lavo_2
[quote who="GoaFan77" reply="7" id="2993740"]I was wondering why it was looking so yellow in the old one, glad it now has some respectable team colors. [/quote] Problem was in that one was that I had forgotten to add in the NM texture to the .mesh's coding, so obviously it wasn't called in.
[quote who="harpo99999" reply="353" id="2993705"]lavo2 here is a link and the address to myfist0's sins weebly http://soase.weebly.com/index.html harpo [/quote] Thanks, do know of the site, but the specific bit I'm referring to isn't on there. Either that or I can't find it under the various Modeling sub-pages for some reason. Edit: For reference, I mean getting something along the lines of the upper right hand corner <a href="http://img840.imageshac
[quote who="Zeta1127" reply="5" id="2993653"]The New Class ships as depicted in Craken's Threat Dossier are a little suspect considering that each of the pairs of ships with the same keel length are supposed to be built on the same space frame.[/quote] Yeah, have noticed that, I'm not a huge fan of the Dossier though for most ships it's the only image there is of them, even if they rather... Suck. [quote]I would recommend making the Sacheen and the Hajen look s
As you all may or may not know, I'm currently working on assembling the NR frigate fleet, and completing the NR cruiser lineup. However, I lack the models to do so As such I am are requesting, if anyone has them, to send me .3ds, .max, or the model format of your choice, as long as it's usable in 3ds max, plus textures if available, the following: [url=http://starwars.wikia.com/wiki/Ferret-class_reconnaissance_vessel]Ferret[/url] (I will put in the Ferret or Prowler; which
I remember asking about how to get/see a given model you are working on in Softimage with the background/backdrop, and myfist0 replied to it with nice instructions on how-to, however I've unfortunately lost the link to that post, so I was wondering if anyone else here has saved it or knows how to do it themselves.
[quote who="GoaFan77" reply="2611" id="2993007"]Of course, you may run into the problem of the AI spamming labs to get prohibitively high level techs, as Lavo did, but we should probably cross that bridge when we get there. [/quote] This can be "fixed" by playing around with maps. :P
[quote who="TobiWahn_Kenobi" reply="2609" id="2992410"]when is it possible to use more than 1 prerequisite on a researchsubject[/quote] I've used two pre-reqs for an RS; can't confirm if the AI researches it properly. It is a level 8 tech however. Also, I can confirm the AI loves to research planet colonization techs; when NU was added to the SoGE beta, at the time, suddenly all of the AI slowed down as they were using all of their logistic slots to build research stat
[quote quoting="post"]Can I give some direction to the AI for it to research in a predefined order? [/quote] You are looking for the "priority" tag. There is, to my knowledge, two values for it, 0 and 1. 0 is, to the AI, a higher priority RS. I realize that doesn't do much for making an order, but it's all I know of other than making a chain of RSs.
Why would you be happy about 1 at all?
[quote who="Zeta1127" reply="226" id="2992203"] Quoting Lavo_2, reply 225Put the wormhole artifact on the starting planet of all players. You must be talking about Ancient Gifts.[/quote] Yeah, that's the one.
[quote who="thrakkemarn" reply="224" id="2992083"]I can't figure out how to have wormhole tech unlocked from the start of the game (if it's even possible). I was wondering if anyone here knew how?[/quote] Put the wormhole artifact on the starting planet of all players. One of the stock maps does this, iirc it's called Gateways or something to that effect.
A new release depends mostly on the availability of models, and thus mainly if I can get Softimage and ConvertXSI to work for me right. If I can, getting models for the NR's frigate and fighter fleets can be acquired and thus they can be completed. Tech tree are done, factions are balanced, and maps are done. Strings need to be fixed; though I know how that can be done, I just need time. I believe it can be done soon (i.e. in a few months), though ultimately, it depends on what fe
For future reference, please pose SoGE questions in the SoGE topic or on the SoGE forums . Assuming you are referring to 1.0E, I suggest trying the minidump hotfix (extract to your SoGE dir). You'll have to make a new game however. I would also suggest signing up for the beta, which has killed the infamou
[quote who="myfist0" reply="82" id="2989767"]As for the blank meshes, I can upload them.[/quote] A bit offtopic but can you do this for the TEC's trade and refinery ships? It would be much appreciated; it'd be an easy way to cut down on lag.
I really like the sound of this. Though I would image it would result in an odd situation for planet allegiance as your home would be moving.
[quote who="noing" reply="51" id="2988390"]if ur going to do requiem or soge be sure to choose ONE over tyhe other as their models are pretty different in size[/quote] The models for a handful of the ships are the same models however; it's all about resize. ;)
You need an admin account/permissions to access appdata iirc.
For capitals, you're better off using the Victory II (or I) SD rather than the Acclamator I, which is a troop transport. You could also easily fit all the frigate and cruiser roles with Empire/Republic ships, likewise with capitals. If you want any help with getting that list set up, and/or have modding questions, feel free to shoot me a PM. Good luck with this!
The design as is looks pretty badass, reminds me a bit of the Viper and SW's Assault Gunboat in fact. I dare say that extending the wings would take away from the overall sleekness of the design. Also, I'm curious, how exactly do you take those screenshots in Softimage?
Add the option to entirely disable and do away with the Empire tree.
[quote who="Volt_Cruelerz" reply="328" id="2980385"]can you set up new pages in the HUD? [/quote] Nope, sadly.
[quote who="GoaFan77" reply="298" id="2977958"] Have you tried using Invalid for the roletype? That's what capitalships use, yet the AI doesn't use them for bombardment until all hostile units have been cleared from the gravity well.[/quote] This could work. [quote who="KrdaxDrkrun" reply="300" id="2978016"]It doesn't work for Frigates and Cruisers. I set the Skarovas to invalid, and it sat there like a Colony Frigate with Auto-attack off. <br
Rats! And here I was hoping this might be a solution to the AI's death rushing.
[quote who="KrdaxDrkrun" reply="293" id="2977901"]Antimine tells the AI that its priority when not engaged in other tasks (i.e. exploring) is to destroy mines. It also tells the AI that this ship is ability-equipped to deal with them. (Since they are phased out, the AI has to use an ability to be able to shoot them.)[/quote] That's what I figured, thanks. I asked as I'm reworking all the frigateRoleTypes in this mod, though I've noticed that for some reason "AntiMine" wasn