[quote who="crazyewok" reply="237" id="2951160"]Just a question how do I get it to work with SOGE?[/quote] You have to get the SoGE beta (here) to get NU+SoGE; NU has been integrated with SoGE beta since it's alpha stages.
Lavo_2
They aren't 100k apart... That's impossible as the largest weapon range is 12000, excluding abilities.
I spot a somewhat classic Soviet civil registration number on that shuttle. I say somewhat classic as I know that type of system was used before/around WW2, though not sure if or for how long it was in usage afterward. I'm assuming you've figured out how to code in multiple shuttles (aka. with different registration numbers)? Do excuse the nitpicking... I just really like that pic of yours. >_>
[quote who="Whiskey144" reply="474" id="2949654"] I don't think the Providence-class of RoTS fame (I assume you refer to the Invisible Hand's class) could do it, as it is armed with very few heavy turbolasers; the bulk of the class's firepower is in its cavernous droid-fighter hangars and it's fourteen proton torpedo launchers.[/quote] While it indeed lacks heavy turbolasers, it does have heavy ion cannons, and multiple other weapons. iirc the Providence was, in g
[quote who="Kitkun" reply="469" id="2949582"] Of course, the Venator is pretty much the only smaller ship capable of besting an ISD one-on-one.[/quote] 'cept for some of dem shiny MC80s (I blame all those shield generators) and the Providence (assuming it's fighter compliment isn't too inept).
[quote who="ZombiesRus5" reply="120" id="2947617"] Quoting Lavo_2, reply 119 Quoting Ryat, reply 113...ShieldDamageExceedsAmount Because I'm screwing up, would the whole line be onlyAutoCastWhenShieldDamageExceedsAmount and regardless, was this introduced in Diplomacy or does it work in Ent as well? Sorry, but you can't make up new keywords which is why I linked the syntax earlier. It would look something like this which is all version compatible.
[quote who="Ryat" reply="113" id="2947511"]...ShieldDamageExceedsAmount [/quote] Because I'm screwing up, would the whole line be onlyAutoCastWhenShieldDamageExceedsAmount and regardless, was this introduced in Diplomacy or does it work in Ent as well?
For the ability trigger, onlyAutoCastWhenDamageTakenExceedsPerc, does this refer to hull damage or overall damage? If the former, is there a way to code it for shield damage?
Go into the appropriate research file and make sure that it's calling up the hudIcon that calls upon Unit_Hud_X versus Races_Unit_Hud_X (aka. the hudIcon in the ship's entity).
[quote who="SlayerM107" reply="9" id="2946828"]hey the game kinda lags when loading, and when i go to the mod menu to load a mod it lags or freeze for a bit. is that normal?[/quote] Yes, the lag when opening a new mod is the game loading the mod itself.
There's a SoGE thread... Should have checked that out before doing a necro-bump. As mindumps have been addressed in that thread multiple times.
[quote who="Royalthief891" reply="1655" id="2945413"]i did, twice.. first with republic and then cis. both times it crashed after about an hour.[/quote] That makes no sense... Might I suggest signing up for the beta, here ? I know it's a rather cruddy "fix" but 1.0E is simply unstable and I have no idea why it's occurring.
[quote who="Royalthief891" reply="1653" id="2945002"]i used the minidump fix, but it still crashes... do i need to reinstal the whole game?[/quote] No. If you are playing off of an old saved game (aka. one from before the patch) then that is your issue; simply start a new game.
To add on to the above, if one wishes to make a weapon only affect shields, the damageAffectType "AFFECTS_ONLY_SHIELDS" does the trick. I haven't seen Ion used in stock Sins ever... Though mind you I barely play vanilla. If it shows up ingame and works, then yeah you should be able to adapt it for any usage.
Unless FLASHBEAM is a WeaponClassType that is already in Sins, then this is your problem (you cannot add new Weapon types into the game). I will note that the WeaponClassType is only there for research purposes, and for the name that shows up on the ship's infocard.
You will need to use abilities for that.
I already looked at the second paragraph, and as for the first paragraph, I know for a fact it was the fighters being fired upon that crashed it and that the attacks that hit it are fine otherwise. You can't spawn frigates in the manner that you do fighters/squads. Maybe IC will include this in Rebellion.
Best part was the end message. Good show Swiss Knight.
Indeed, GoaFan77 is correct. The game does not recognize fighters as an entity that can have shields, and thus it crashes when they are damaged, or so I believe. By "giving" fighters shields the game is forced to take damage in a field that should not exist.
[quote who="Hausser0815" reply="295" id="2940400"]Stupid discussion. Star Trek universe pwns every other scifi universe because they can travel back in time and ask Chuck Norris for help. But apart form that i would love to see who wins the land battles, stormtroopers are higly trained and disciplined, but cant hit anything, while redshirts die like flies and are less military organised than a group of hunting chimpanzees. bretty balanced if you ask me [/quote] B-B
[quote who="MindsEye" reply="280" id="2939674"] You say st weapons destroying planets crust is nonsense because you couldnt see it but I dont remember seeing any sd do it in the movies?Yet you believe them? [/quote] Base Delta Zero.
[quote who="boshimi336" reply="5148" id="2938700"] ^ This? Apparently you can just give the pirates the research ... It would help a lot in large multi-star maps so you don't have to have a pirate base in every star system.[/quote] You can also (for non-random maps) link pirate bases together with a phase lane connection... The pirates will use that to jump between systems.
That's a really good and ingenious usage of a shield mesh.
Just wanted to say this mod looks awesome and I plan to give it a spin or two once I pick up Diplomacy. :D [quote who="boshimi336" reply="110" id="2938092"] Out of curiosity ... how did you accomplish this? [/quote] Prolly gave the pirates a custom long range jump tech, without the need for any research stations, or a special artifact spawning on the pirate base.
To answer your question, I imagine it would depend on whether jump distance can somehow be taken into account in abilities, which to my knowledge isn't possible. The phase gate itself works by creating an invisible phase lane with another planet that also has a phase gate. These structures can generate some interesting scenarios, and laughs, when every faction has a phase gate which is set to work for both friendlies and enemies.