Lavo_2

Lavo_2

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

[quote who="-Norbert-" reply="287" id="2977787"]I have two theoretical questions. 1) Is it possible to give weapons seperate damage against hull and shields. For example if I wanted to create a dedicated anti-shield ship, would I be able to give it a "normal" weapon that does high shield damage and low hull damage, or is that only possible with abilities (like the phase-out of the Mauroder)? [/quote] Yes, this is possible. You can give it two separate weapons; one which doe

2,761 Replies 7,651,972 Views

[quote who="SithLordAJ" reply="13" id="2977280"]Yarlen, I'd like to make the request that if you are adding/changing/messing with the tutorial levels, that they be made moddable (if possible). I ask for this because the tutorials have triggers, objectives, and a number of other features that a modder could use to make a single player campaign, if given this power.[/quote] I'd like to second this. All that needs to be done is allow for modders to add in new tutorials... Trigger

20 Replies 29,156 Views

[quote who="Theophantus" reply="284" id="2977631"]Via an attachment on a email?[/quote] That could work. Or you can upload it somewhere like mediafire and post a link to that.

2,761 Replies 7,651,972 Views

[quote who="Whiskey144" reply="607" id="2977446"] It's a bit iffy on that; canonically, Star Destroyers engage in broadside duels against similar-weight opponents. While in theory several SD classes are capable of tilting the prow downward slightly to allow all the broadside guns to superfire forward, there's no canonical case for it IIRC.[/quote] While I admit I don't really have a movie source for this, such combat maneuvers have been demonstrated in sources like Ea

634 Replies 1,619,875 Views

[quote who="Theophantus" reply="278" id="2977279"]lavo would you try and have a go with one to see if its possible?[/quote] I'd be happy to do that, just send me a ship to check, doesn't matter what file type it is. Also I was wondering, what exactly does the frigateRoleType 'AntiMine' do? I'm assuming it means that it tells the AI that said ship can detect and thus engage mines, though I'm not too sure a

2,761 Replies 7,651,972 Views

[quote who="GoaFan77" reply="7" id="2977263"]Yup. You can also have a delay on the buff so that the ship doesn't actually spawn until the cooldown expires. I thought the ability limit for everything was 5?[/quote] Didn't know that bit, that would work nicely if one needed more ships. Wasn't sure due to extra buttons and stuff, hence why I said "or 7".

16 Replies 7,496 Views

Hrm, that answers the question. I'm not sure if the 3D object converter can convert those, though if it can, I know how to get the ships to work for Sins; it's the same way as .alo files.

2,761 Replies 7,651,972 Views

Theo, this depends a lot on what file extension/type the X3 ships are in. Would you be able to get that and tell us? Or better yet, give us an example to work with.

2,761 Replies 7,651,972 Views

[quote who="Kitkun" reply="3" id="2976991"]Yeah, no way of adding more to the factories. You can, however, have stuff spawned via an ability like Returning Armada.[/quote] Hrm... Seeing as how the frigate and capital ship factories have 5 (or 7) spare ability slots total, theoretically one can make an ability which costs resources that spawns a special ship, with the ability's cooldown representing a "build time" of sorts.

16 Replies 7,496 Views

[quote who="RedneckRapture" reply="596" id="2977177"]Star Wars hasn't advanced its technology noticeably for a couple of thousand years.[/quote] I see people say this, and it makes me sigh, because it is wrong. There have been significant advancements in Star Wars, from the miniaturization of shielding systems and hyperdrives to the recharge time of turbolasers (see the Hapans in comparison to the NR/Imperial Remnant for a difference in such) to superior shielding. This doesn'

634 Replies 1,619,875 Views

[quote who="myfist0" reply="564" id="2976119"]A Monkey's guide to adding ships to X3 also tells you how to pull ships out of X3 but does require 3ds max which you can get a free trial.[/quote] If you are a student you can get 3ds max and softimage for free non-commercial usage.

634 Replies 1,619,875 Views

Yeah, the game does not like shielded fighters. Maybe IC can change this for Rebellion, I really hope they do, even if it's just so modders can use it. Just an idea, you might want to look at one of those damage distribution abilities the Advent has (iirc one of the support cruisers has it) and consider putting that onto the squadron; this would essentially make an individual fighter last longer.

2,761 Replies 7,651,972 Views

[quote who="GoaFan77" reply="149" id="2974732"]Jason did experiment with a Golan III as the Empire's Star Base, but the model unfortunately was not very high quality. If I knew where to find one I would definitely put priority on getting it in the mod. [/quote] Not sure if this is the one Jason was experimenting with, but SoGE has one running, might need some resizing as I believe the scaling in your mod is different than ours.

314 Replies 727,273 Views

[quote who="IskatuMesk" reply="67" id="2974513"]For sounds, I use Audition 1.5 and some directx plugins + some ancient cooledit plugins. I have been using that and the ancestors for around 12 years now. Same program I edit my voice in to produce things like the Fear's voice, posted above.[/quote] Cooledit? Intriguing. I'd suggest taking a look at NCH's WavePad Sound Editor, which is free for personal usage. It's a fairly well functional thing, have used it for some non

161 Replies 125,211 Views

[quote who="ReadyMan" reply="1716" id="2973478"]So this mod is in beta now, or is there a release for the public?[/quote] 1.0E is out for the public. The beta is open to all, you just need to make a post requesting to be a part of it. [quote who="Holybeast" reply="1717" id="2973542"]im having a issue whenever i try to update on svn a command pop ups saying execute a clean up command what do i do?[/quote] Can you give more details? I don't really understand wh

1,730 Replies 4,151,118 Views

[quote who="GoaFan77" reply="197" id="2973273"] Maybe I'm not fully understanding the root problem here, but wouldn't the obvious thing be to make refineries produce more resources? I can think of at least three different ways to do that, so I'm sure at least one of them has to work. [/quote] ...That would be a great solution. You wouldn't happen to know a method that works with Entrenchment do you? As I know of at least one that works with Diplomacy, thanks to al

2,761 Replies 7,651,972 Views

[quote who="Ryat" reply="195" id="2973264"] Another thing you could do is increase how many refineries can serviced by the asteroids. We use it to help in DS. Also maybe see if you can increase the range of the ships. See if that isn't hard-coded.[/quote] See, here's the thing, for balance many asteroids aren't serviceable by refineries, otherwise you'd get an obscene amount of resources. Will look into the range bit however, won't hold my breath. </p

2,761 Replies 7,651,972 Views

So it doesn't work then... Shame. Might just scrap Refineries altogether then, as making them cost no logistic slots wouldn't work out well, and they're just useless in NU.

2,761 Replies 7,651,972 Views

Is there a way to increase the amount of cargo ships a Refinery spawns via ability? I ask as I've been thinking over Refineries, which are rather useless and underpowered, and recalled zombie's mine/refinery hybrid. With such an ability, refineries could be eliminated altogether, and instead all extractors become a mine/refinery hybrid after researching refineries (which unlocks the ability).

2,761 Replies 7,651,972 Views

[quote who="thrakkemarn" reply="1714" id="2972490"] Do you have a working list somewhere with this information? If so I'd be more than happy to write new string descriptions and counter info for every single ship, but unfortunately I don't have the time to actually generate this information by analyzing the raw data in the mod files.[/quote] Admittedly, there isn't a list. The descriptions of ships are fine imo, though the counterdescs need work. It's something on

1,730 Replies 4,151,118 Views

How do you (temporarily) get rid of the HUD overlay (aka. shows planet options, your credits/resources, etc)? I know it's shift plus something, but I forget the rest of the keys.

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