Lavo_2

Lavo_2

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

FrontEnd is, by default, a random map. Setting it to not be a random map is likely the issue you have, when I set it to a non-random map I get a minidump as well.

2,761 Replies 7,651,127 Views

[quote who="GoaFan77" reply="80" id="2937001"] Oh you have not messed with the galaxy forge/map files much have you? You can place almost anything on a map except starbases, and even that you can do if you are clever enough with your modding (though sadly you can't define their position). The hard part is actually to make sure the opposing fleets don't destroy each other, but I have several ideas of how to deal with that too. I'll be making a proof of concept mod in about two

2,761 Replies 7,651,127 Views

[quote who="GoaFan77" reply="77" id="2936861"]Haha, sweet! More Karma for you and BadTune. Custom intro battles here we come. [/quote] I gotta ask, how exactly do you plan to get a custom battle working? As maps only let you place planets and not planet objects... Though I'd be happy to help with this as I'd love to see custom battles in as well.

2,761 Replies 7,651,127 Views

[quote who="Ryuzaki777" reply="1649" id="2936888"]Yes well my SVN isn't updating correctly. Soooo I don't have the newest version of the beta, how could I go about fixing this?[/quote] Is your SVN giving you an error message? If not, try making sure your TortoiseSVN is uptodate and re-login to the repository.

1,730 Replies 4,150,691 Views

[quote who="GoaFan77" reply="75" id="2936844"] Hmm, interesting. Do you know if it uses a specific map to pick those groups? Because I really can't apply custom templates to random worlds without changing the template for every individual planet in those groups. I suppose I could just make copies of the original weighted random/random and change every map to use those, then make some new planets with the desired default template to put under WeightedRandom/Random, so thanks for the i

2,761 Replies 7,651,127 Views

Not a question, but I recall awhile ago one or more people were wondering if it is possible to play with the backdrop that shows up when the game boots up. I'm pleased to say that this is possible, and that I have done so. The scene generator or whatever it's called uses the Random, WeightedRandom, and RandomStar (groups from GalaxyScenarioDef) to generate the backdrop. An exa

2,761 Replies 7,651,127 Views

[quote who="BadTune" reply="13" id="2936775"]I did try the exhaust update false, does nothing, I answered it in some other thread, think it was DS lol I edited my post. But yeah, tried a few things and there was no change, kinda disappointed. I think the GS section has to do with that first generated "galaxy" for the menu background, the first option in the list of them gets rid of any animation/planets/moving behind the UI completely, all you get is the star background[/quote] Thanks

25 Replies 98,797 Views

While I didn't intend to use this for any of the stock factions, Sins just isn't accepting this change for some reason. Something tells me the fact that fighters do not normally have shielding and that ingame even with this ability shielded fighters do not have shields showing up in their health/antimatter bar has something to do with it. Unfortunately, I believe that this is something only IC can change; another hardcoded limit has been confirmed.

19 Replies 8,653 Views

[quote who="Ryuzaki777" reply="1647" id="2936649"]Hey is NR/Vong still in the beta, cuz if so my svn isn't updating properly. Sounds like a silly thing to say, but I've been a busy guy and haven't been around for along time. Also got a new PC. Anyways mod is great. I'll try to get around to some bug tracking ASAP.[/quote] The NR and Vong are in the beta yes. They both had minor updates today actually. And thanks for the bug tracking in advance, it and feedback are appr

1,730 Replies 4,150,691 Views

^I like this one. The front part of it looks as if it can open, like the Venator in Star Wars, which is a nice touch. The bridge windows seem a bit off to me for some reason. Carrier ship I'm assuming?

1,643 Replies 3,608,865 Views

[quote who="Sandman97976" reply="233" id="2936170"]Please more Skyboxes!!!! [/quote] No, Nova has said that he will not do those, as they are pointless and take up memory for no good reason.

312 Replies 730,633 Views

Oh, a little point of interest for those here, if randomizeStartingPositions is set to FALSE in any of the Random maps, the maps will still be random, however, player 1 will be next to player 2 who is next to player 3, etc. etc. This is a very simple change, and can be easily done for either a mod or vanilla Sins (in the main Galaxy file).

19 Replies 25,417 Views

[quote who="Heero_Miiyamoto" reply="1644" id="2935857"]all of my ships seem to have a brownish tinge to them. Is that normal? Although I do love all of the new planets, my heart still belongs to the urban planet mesh in DS. IT just looks more like what Coruscant looks like.[/quote] For the tinge, this depends on the sun in the system your ships are in. Different suns cause different tinges, so yeah this is normal. On the Urban mesh; in the current SoGE Coruscant would be represen

1,730 Replies 4,150,691 Views

[quote who="Chainer2323" reply="1642" id="2935217"]thanks, i'll give it another whirl lol. And unfortunately, i don't have time to do beta's; even with the PSN STILL Down ( ::grumble:: ), i play Sins once every few days or so; but i'm patient and will wait for the next release to hit[/quote] In order to play the beta, all you need is the time you use for Sins normally, it's no different from getting the current version; you just need to sign in somewhere for the dl

1,730 Replies 4,150,691 Views

[quote who="DirtySanchezz" reply="9" id="2934679"] Quoting Lavo_2, reply 8 Quoting sareth01, reply 1Randomized games would have sub categories, like "close quarters random huge". Low resource random huge (low neutrals). things like this to allow for different variations in online and single player play. This isn't difficult at all to do, esp. the close quarters huge; all you'd need to do is move the starting positions of the factions closer to

19 Replies 25,417 Views

[quote who="1Tiberius1" reply="8" id="2934733"]Yeah, my understanding is that the two sides are mutually exclusive.[/quote] Depending on how this plays out... I have some really good ideas for the tech tree. :3

15 Replies 22,901 Views

[quote who="Yarlen" reply="1" id="2926022"]Vanilla factions will still exist - the choice comes once someone decides to research in one of the new rebel/loyalist tech trees. The strategies will differ depending on which way a player goes, but at their core they'll still be TEC/Advent/Vasari racially speaking.[/quote] Hold on... Does this mean that one tech tree "route" cancels out or blocks the other? If so, this is absolutely fantastic and is something I've been thinkin

15 Replies 22,901 Views

[quote who="Major Stress" reply="26" id="2933260"]If the existing engine can be worked over to use multiple cores i think we will have 2/3rds of the problems solved.[/quote] I recall, at some point, perhaps it was merely a suggestion/rumor, to make the engine work by rendering certain things on different cores. Ex. Ships on one core, with planets on another. Not sure if it's even possible with the engine, though it would make for an interesting workaround which may help.

53 Replies 106,750 Views

[quote who="sareth01" reply="1" id="2933109"]Randomized games would have sub categories, like "close quarters random huge". Low resource random huge (low neutrals). things like this to allow for different variations in online and single player play. [/quote] This isn't difficult at all to do, esp. the close quarters huge; all you'd need to do is move the starting positions of the factions closer to the sun/center of the map. The low resource is also ea

19 Replies 25,417 Views

[quote who="Sinperium" reply="26" id="2934460"]I'll try SOGE as "superlaser" is a word that just can't be ignored. [/quote] Just make sure you get the beta, as that way you also get Nova's goodness.

32 Replies 94,563 Views

[quote who="Sinperium" reply="20" id="2934273"]7Deady Sins is a hoot and breaks all the limits but really loaded to the gills so its not always smooth. Has some of the most monstrously heavy ships ever made for a mod.[/quote] You should try out SoGE if you like monstrously heavy ships, we got ourselves Executors and superlasers . ;) [quote who="Sinperium" reply="20" id="2934273"]Nova's mod Novus Universum is really intersecting as well and worth going through

32 Replies 94,563 Views