[quote who="97240SX" reply="1637" id="2934314"]is there any way the general public can download an up-to-date version of this mod? i downloaded it twice over the years and nothing has changed, still the same missing descriptions in the upgrades menu, missing/wrong textures, etc. please update if possible. thanks.[/quote] Join the beta if you wish to play the most recent version. Sign up
Lavo_2
[quote who="stalvros2" reply="3" id="2934058"]Can i make a specific capital ship free the first time built?[/quote] No, you can only make it so that the first capital ship someone purchases is free, not a specific one.
[quote who="DracoRedux" reply="1634" id="2933982"]I have used just about every conversion tool out there to convert the files from BIN to Txt. Am I missing something? Is there something preventing me from doing so within the mod? Thanks in advance.[/quote] Once again, what version of Sins are you trying to use this for?
SoGE 1.0E should be fully functional in v1.051... The beta was built up from the v1.041 version, and works fine with v1.051.
Nobody knows how or why the AI chooses certain units over others; this is something that cannot be changed or fixed.
[quote who="Sinperium" reply="15" id="2933263"]What happens now is the mine special ability effect is always on with the mine--whether detonating or not. [/quote] This is probably occurring because AbilityBLACKMINE.entity is a passive ability, aka. it's ALWAYS activated. What you need to do, I think, is if you want the black hole effect to be triggered on mine detonation, is to have it a part of the detonate mine ability/buffs or be triggered by the "death" of the mine
[quote who="Dreadnaught98" reply="260" id="2933737"]Works for me lol Btw you should tell other modders how you got your 6-9 race selection screen, it's really cool, others just stack the race pictures on top of each other[/quote] Been done, enjoy. ;)
[quote who="Ryat" reply="7" id="2933779"] levelSourceType "FixedLevel0" I know its not the lack of shield meshes as I use this for the powerful pirates and they don't have shield meshes for the cruisers. It may be something to do with the fact that they are Linked Squads. Not sure.[/quote] Eh. I'll do that for the future; but it doesn't break the ability, so to speak. [quote who="Sinperium" reply="8" id="2933783"]I'm getting some similar e
[quote who="Ryat" reply="5" id="2933768"]Noticed that. Set it for running a cruiser and see if that helps.[/quote] I don't know what you mean by setting it to run on a cruiser or whatnot... The ability it was edited from works fine on cruisers. Regardless, I tried it out on a capital ship, getting the same minidump on damage taken.
[quote who="Ryat" reply="3" id="2933752"]Is this ability tied to a capital ship?[/quote] In what I specifically tested, no, was to a cruiser. Edit: Though, if it's worth mentioning at all, ability was edited from a capital ship's ability.
I didn't research any technology when I was testing it. The whole thing works by putting an ability on the host ship which works on linked squadrons that gives shield points and a shield restore rate. See here. The third paragraph of your post is what I believe is causing the minidumps; though hell if I know for sure. As for tech research; that is easily possible, just give the ability a research prereq.
As I posted here , I'm looking into a way to give fighters shields. Thought of how to do it earlier in the day. It displays correctly, though there's one major issue... The game seems to minidump as soon as a fighter (with shields) takes damage. I'm absolutely stumped as to why this occurs, perhaps it's due to fighters not having shields normally? But yeah, this is a general brainstorming thread to try a
[quote who="GoaFan77" reply="56" id="2933582"] No. Burst count is purely cosmetic, the game does not associate damage values with individual shots. All it is used for is spawning multiple lasers/missiles etc. with each volley.[/quote] Hrm. Thanks, I have some changes to do then. [quote who="GoaFan77" reply="56" id="2933582"]Look at the Advent hangar shield bestowal ability. If its possible you'll find it there.[/quote] Indeed it exists; called MaxShieldP
[quote who="Chainer2323" reply="1628" id="2933223"]So, i downloaded the file, unzipped it into the Mod 1.041 folder for entrenchment; but everytime i open up the game, the only thing it shows are the 2 mods i have for the 1.051 version, which i have in that folder. Doesn't show anything else. Any way i can fix it so i can play Entrenchment with the star wars mod?[/quote] I don't understand what you are trying to say... What version of Entrenchment do you have?
That's odd... It SHOULD work with an ability, assuming it's coded right. Or after looking at it the Novalith's cannon is coded differently from a ship-hitting ability. Try slapping this into your modified Gauss Blast ability; it might do the trick. instantAction buffInstantActionType "PlayAttachedEffect" instantActionTriggerType "OnDelay" delayTime 0.000000 effectInfo  
[quote who="GoaFan77" reply="54" id="2933555"]Does anyone know what map the game uses to create the little solar system in the background before you launch a game? If we could determine which one it was (assuming its with the rest) we could create some awesome background battle scenes such in Empire at War.[/quote] The backdrop is randomly generated each time... This means that it either draws upon one of the Random maps or has some sort of internal map generator. I got a ques
Yes, it is possible. To make this work you have to edit in the proper WeaponEffects or weaponEffectsDef information, for ship weapons and abilities, respectfully. For example, I've taken the missile from the Missile Barrage ability and added it to a normal missile weapon/bank.
I use some version of the Sins Mod Helper for converting bin to txt and got it to work with Ent. Of course I didn't get it from there (as the links are dead). I'll re-upload it at some point I guess, just it's a bit annoying to convert from different versions of Sins, as that requires you to rename the correct convertdata file or whatnot.
[quote who="Sinperium" reply="117" id="2932521"]But mice are cute. I love the idea of your "starbase" tactical moons and this would make an awesome "blowed up real good" debris model. On that note, here's another question...Can explosion debris be made a persistent effect. As in, it remains in the game? [/quote] I don't know if there's a way to make debris stay, though a way around that is to give the moon a fifth/hidden ability that spawns an invulne
[quote who="blowitup" reply="1626" id="2932028"]Is their a guesstimate on when a diplomacy version will come out or a stable release that does not crash after an hour? This really is my favorite mod and right when it gets fun it ends.[/quote] As posted earlier, here is the minidump fix. No estimate on the next release, beta is even more stable that the fix however, if you want to try that out.
[quote who="Stant123" reply="44" id="2931695"]Run your game first, it will create all of the folders.[/quote] You need to go to the Mod section, even if you do not have a mod installed, in order for it to create the mod directory.
Edit: Delete this >_
Ah, I see. Makes sense.
[quote who="ZombiesRus5" reply="107" id="2931306"] I suppose I could spawn a frigate that one shots the planet on game start if I really wanted it neutral.[/quote] Make a milita-only frigate that has an ability with 1 million range which auto-casts and targets friendly targets (only) and does 100 000 planet damage. Should do the trick.