[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
Lavo_2
Paste the whole buff file please.
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.
I'm not sure why, but the version of the importers I have both import multiple material meshes into 3ds without issue, even if they will only have one material.
Apparently, as was learned some time ago, putting in -1 is equivalent to a wild card symbol. However, to my knowledge, this has not been used in vanilla Sins at all.
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?
Can you post the map here or PM it to me? I'll take a look at it.
[quote who="Slnkillr" reply="29" id="3497742"]I updated the OP with a recording now quit trolling. [/quote] Yeah, no. Culture has no effect on abilities. This is a fact.
[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
Culture stopping abilities? Come on Sin, you're better than weak bollocks than this. Culture doing something like this is impossible.
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
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:
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 .
While this work is appreciated, the Extremely Reduced Weapon Ranges addon reduces all weapon ranges by 67.5%, effectively achieving the same effect. I'll change it to 70% for the next release.
If you don't like pirates, just turn them off you troll.
I'd say Goa or psychoak. Goa has knowledge of virtually all aspects of Sins, while psy's buff coding skills are legendary. Notable mention goes out to Zombie, who like Goa knows tons about Sins, and he also models.
Congratulations on the sticky!
Shield mitigation is to shields as armor is to hull. However it's implementation is radically different.
We gave the AI a buff, though we're working on adjusting it to a more manageable level. Glad you've enjoying the mod so far however!
[quote who="UnleashedElf" reply="176" id="3485026"]Anima Tempest was the Advent ability on the Halycon allowing strikecraft to dodge.[/quote] Chance to dodge is an odd damage reduction buff in reality; nothing to do with accuracy.
[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.
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.
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.
Seleceia is correct. The guy who made that old Entrenchment mod entirely forgot about the player files.