Lavo_2

Lavo_2

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

[quote who="Tohron" reply="4" id="3509636"]Wait, tourism is weak ??? Thanks to tourism, I've often been able to run 0% wealth and still be making a couple thousand credits per turn. Unlocking tourism generally corresponds to a several-thousand-credit income boost. [/quote] From what I've seen, tourism is nice to unlock, gives you a lot of income, however building any tourism improvements is a bad choice, as one is better off going with po

25 Replies 7,853 Views

Modders can't read minidump files. If you verified the game with Steam after applying the 4 gb patch, Steam reverted the 4 gb patch. Without properly applying this patch, I'm guessing Maelstrom's hitting the 2 gb limit after an hour or so.

2 Replies 3,811 Views

Perhaps what could be done is go with ApplyBuffToTargetsInDirectionalCone and amount of targets set to 1, with an ApplyBuffToFirstSpawnerNoFilterNoRange to do an ApplyBuffToLastSpawner WithTravel NoFilterNoRange with the missile effect and damage?

2,761 Replies 7,653,307 Views

[quote who="wbino49" reply="710" id="3498006"]The blocky explosions(still) really take away from immersion.( Is it my end?)[/quote] Can confirm that's on your end; current version's explosions are all functioning correctly. [quote]The relationship number +/- is to dark to see.[/quote] In which menu? [quote]Still the most sluggish mod to play, only because I think it's trying to do to much graphic wise, or to many different textures from diffe

747 Replies 2,210,228 Views

I understand that, however I don't see the mechanics of the mod being broken, most certainly not to the extent that you feel they are. You have not given good reasoning for why things are broken; your arguments come down to comparisons to vanilla Sins or personal opinions. Further, other than the capital ship levels and the large militias, you're the first person to take issue with the three other points in your post. The Droid Control Signal is a unique command ability, and o

747 Replies 2,210,228 Views

Sins of a Galactic Empire is a total conversion; if you are going to play the mod, you must discard all prior notions and experiences of ship combat based off of vanilla Sins. If you assume, or expect, ship combat to resemble the base mechanics, than this is not the mod for you. If you want a Star Wars mod that keeps most of the Sins mechanics, Interregnum is a great choice. I'll address your points one by one. Shields:

747 Replies 2,210,228 Views

I'm glad you're enjoying SoGE, Sinkillr. It's primarily balanced towards MP, by taking into account how humans play and act, with some side work having been put aside to make the AI not absolutely garbage. That being said, have you tried simply making a game on ICO and hope people pop in? That might work. Otherwise, maybe you can go through this page and find some interested people .

4 Replies 21,311 Views

[quote who="GoaFan77" reply="2322" id="3483083"]Trying to spawn a trade port structure at an uncolonizeable planet will crash the game, even though starbases can trade just fine. [/quote] Suggestion, spawn a ship which has a passive ability that spawns a trade port and then kills the first spawner.

2,761 Replies 7,653,307 Views

I run the tool with 3ds Max 2014; I can use it to import models with multiple materials without issue. That being said, I've noticed that the importer messes up models at times, by either screwing up the UV map, or even by mirroring the model along some arbitrary part of it. Other times, I've seen parts of a model, such as two engine sections of a model both be slightly moved along the horizontal axis for no reason at all.

202 Replies 386,176 Views

Alternatively, if the tech method is borked, you can make a passive ability that makes ships invulnerable to shield bypass. This might even be the better way to go, so that weaker ships such as scouts, would be partially or fully vulnerable to shield bypass.

15 Replies 10,586 Views