The second path is the one for mods, not the first.
Lavo_2
Alright so, I've been noticing this weird problem, for some reason certain ships do not have the range they are coded to have. Example here. Both ships have the same ranges for their three weapons (10k, 6k, 3k) and the same number of targets per bank. That was until I noticed the two ships have different m_weaponIndexForRange values. The first had a value of 0, the other a value of 1, and it was the ship with the v
How the... Does that thing give/take up tactical slots/structures or something? Maybe make it "destroyable" like planets?
The more slot count taken up, the bigger the fleet it, at least that is how the AI sees it, if I understand it right.
[quote who="GoaFan77" reply="202" id="2930369"] Also the game can theoretically handle six races (though it might reduce performance somewhat)[/quote] It does handle six races fine, without major performance issues. Does on SoGE at least. :v
[quote who="Theophantus" reply="191" id="2929910"]Lavo is your dynamic movements the current version? Or have you adapted it yourself?[/quote] What? I don't have a dynamic movements mod; some of SoGE's frigates had usesFighterAttack set to TRUE, and after I set it to FALSE, they somehow magically became more effective and were firing off more shots.
Actually that would be rather terrible, as the Wars ships would have a huge advantage; you shoot off more shots when stationary than when moving dynamically, in Sins. Perhaps it's due to the ships' low rate of turn, but I've seen this occur in SoGE with several frigates, before I made them undynamic due to this very reason.
[quote who="GoaFan77" reply="46" id="2929471"] The only thing that maybe able to ignore armor (I'm not entirely sure) is abilities. If so, you could set it up so that all beams technically do no damage but they have an ability that applies the damage buff on weapon fire (like incendiary shells). The only problem is that this takes up an ability slot, and the beam damage upgrades would then become useless.[/quote] These abilities don't bypass armor per se, they merely appl
On the proposed copy/paste suggestion; I was thinking a few days ago and realized, that in the GF right-clicking is unused, is it not? If so, one possible way to implement a copy/paste function, is to code it so that when a star is right clicked, the star and everything inside of it is copied, and when one right-clicks outside of a star's radius, that the copied star and it's contents are pasted.
These look very interesting. Though I'll just note a few things; one is that while mines can have antimatter, shields, and hull, they cannot have weapons (their explosion/detonation is via ability) and two, mines can move/have speed. I'm not entirely sure how your fleet logistics slots thing will work, as fleet slots = ship slots. As for the mines that shoot stuff, there's two ways that this can be achieved. One is by giving the mine an ability that does so, like the TEC&#
Oh and to Sinperium, unless I'm mistaken, a ship can only have 5 abilities max, unless you've found a way around the fact that a ship's entity can only list 5 abilities.
[quote who="Sobekeus" reply="30" id="2928902"]Is there a way to force random maps to not put the 'Terran Homes' on the edges of their given system? But rather in the middle of the radius around the star, to more resemble realistic star systems?[/quote] Yes, there is an easy way to do that. Under "playerParams" play around with the "homePlanetStarRadiusRange". For the min/maxPercentage, the smaller the number, the smaller the distance TerranHome will be from the star. 
[quote who="FredLed" reply="10" id="2928860"]i think your "phase jump to any planet" idea is possible, but you would have to give every ship and planet in the game the phasegate ability. like the one the kostura has.[/quote] Or make every single planet spawn with an invulnerable phase gate that works for all factions (aka. Enemy, Friendly, Neutral).
[quote who="Theophantus" reply="181" id="2928784"]how to use the search in notepad++.[/quote] Open a file. Hit control+F, and search function appears. To search in multiple files, hit "Find in Files" in the search function.
My bad on the dual threads thing. As for Marine2014's question... I'm not seeing an issue with the file, except for a lack of a blank space/line at the end. The only thing different from the stock file is the WeaponEffects for the third weapon (autocannon).
For future reference, this is where you ask questions . Now to answer your question, that sort of error usually indicates that there's a line of code missing. In order to properly analyze this thing, go to line 212 and see if m_weaponIndexForRange is actually there. If not, it means you likely deleted a line or something, if yes, then I have absolutely no idea what's wrong with it, as iirc
[quote who="Sobekeus" reply="1619" id="2927587"]Awesome to hear. It was mainly due to lack of models and textures at release I assume?[/quote] In all honesty, I couldn't tell you. I didn't even own Sins when 1.0E was released; never mind being part of the beta or staff.
[quote who="Sobekeus" reply="1617" id="2927541"]Something I've been wondering, but is the exclusion of starbases from SoGE a design choice or was it circumstantial?[/quote] This is circumstantial; as mentioned earlier, the beta contains starbases (currently in an alpha state).
Agreed. Though thankfully, this is not the case at all in SoGE. On that note the Vong have been rehauled, in the beta, so they'll be quite a bit more vicious now.
[quote who="Whiskey144" reply="1612" id="2926718"] In that case, I apologize for repeating something you already know. It was an honest mistake, and in hindsight probably better left unsaid; after all, you guys are the ones making the SW mod. Not me.[/quote] Nah, it's fine, just feel like niping it in the bud before someone repeats ISD > ALL!!!!1111!! and lead to a few massive walls-of-text. Admittedly I'm not uber knowledgeable on SW, though I do know what can set off
[quote who="Whiskey144" reply="1610" id="2926695"] I'd like to note that the Nebula-class SD was actually intended to be a match for the Imperial-II class. Other than that, I have a question: Is the Eta-2 Actis interceptor implemented yet?[/quote] With all due respect, I know this and have actually had to tell this to people multiple times when they've cried that teh ISD > all. In terms of cruisers the Nebula SD has superior shielding, and abiliti
I'll just note, about the space colonies, that a logistics slot booster as described by your post simply isn't possible, due to engine restrictions. The ISD I and II are considerably superior to the VSD II, due to stronger shielding, three times as many fighters, and the heaviest laser armament of all the cruisers in the game; with only the Nebula SD nearly matching the ISD I. Starbases are indeed being worked on, and are currently ingame in an alpha state. Feed
To add on to Ryat's response to IskatuMesk: Question 1: While influence is hardcoded, it can be made pointless. As Ryat noted, via changes in Gameplay.constants. Here's what I believe would do the trick: allegiancePassiveGainRate 0.000 allegiancePassiveLossRate 0.000 allegianceFriendlyMaxGainRate 0.000 &
[quote who="Retsof90" reply="231" id="2924166"]Think the Dynamic Movement system could be made compatible with this? The increased field size and ship speeds would make dynamic battles that much more epic.[/quote] As NU only touches planets, it's doable. The question is if you're willing to put some work into it. ;)
Actually, skyboxes are NOT useless, not in the slightest. Perhaps for vanilla they are, though for SoGE, killing the skyboxes has effectively killed a ton of ship skins... Nova, if I port over the previous skybox file, will it harm your planets at all? Edit: Or maybe I just needed to reload the game? Something's fishy here... Edit 2: Seems changes were not as drastic as when I first booted the patch, likely occurred due to "shock" to the system, however lighting is definitely off for ship