i have never seen more than 45 players online most of the time i log on, the players are either nonexistent or afk allowing players to 'ban' others from playing with them would probably make it almost impossible to find a game
a110
help anyone?
i see i was trying to use it by casting on the debris of the dead ship *facepalm*
here, uploaded a page back http://www.megaupload.com/?d=IA1FUA3T
how exactly do you use resurrection? i had autocast off on it and i was unable to use it on a halcyon that died a few seconds before my progenitor got in range, yes i did have another halcyon in the same well if i set it on autocast, it just randomly casts it on my capital ships while theyre still alive, wasting antimatter
[quote quoting="post"] there is a large percentage of gamers thata re children who's mental facilities have not fully matured yet and are still of the mind of 'I want, I want, I WANT' and so it doesn't matter to them that a dev or pub's last title was left with problems or not since they just WANT. So getting a large enough group of people that ARE willing to vote with their wallets is really not a viable option. [/quote] why should other consumers refrain from buyin
those players play almost nothing except 5v5 on randoms though...
[quote who="Holybeast" reply="171" id="2720392"]I have a request if someone can make the Terran Battlecruiser As in a minimod for Sins[/quote] it would certainly be a nice replacement for one of the stupid looking tec caps
ah thanks k, fixed it and now im not getting that error anymore, but i have this: [quote]Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/AI/BuildResearchAI.cpp(812) ability->GetIAbilityPtr()->GetDef()->m_buffApplyAction.buffInstantActionType == BuffInstantActionType::CreateSpaceMine[/quote]
i wanted to delete a post in an active thread actually, but thanks anyway
can i delete one of my posts or ask for it to be deleted?
ok, i disabled all mods through the text file, opened the dev.exe, and enabled my ability mod this came up: [quote]Text FileArchive missing Label. File: C:\Users\[user]\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011\mod attempt\GameInfo\BuffChargeBeamSelf.entity Label: buffOverTimeActionType Line Number:34 Line Contents: buff OverTimeActionType "DoDamage" [/quote] this is the fil
when i try to open the dev.exe i get this [quote]Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Core/Settings.cpp(659) !attemptToReadLegacySettings || (attemptToReadLegacySettings && versionNumberFromFile >= ConvertToReleaseSpecificVersionNumber(184))[/quote]
yeah i meant that it happened after i hit the button you mentioned, but thanks for understanding and explaining
sometimes ive found that weapons effects disappear if the game is getting too large, that could be it
[quote who="Supabish" reply="5" id="2709642"] Quoting aaa11, reply 4well, cutscenes would be nice for story purposes sins has a nice backstory but its a pity it doesnt go anywhere Instead of cut scenes, they could use the game itself to tell the story. Build a campaign mode and tell the story as you play. That is infinitely better than cut scenes for me since not only do you get the story but you're directly living through it. It's like watching an actio
when i tried to use it the file navigation scroll thing appeared to go through various directories unrelated to sins this worried me and i exited it did it put files in those directories?
i also edited the PlayerPsi file i minidumped
so is it a good idea to get microphasing aura on my second skirantra, while reserving the first one for scramble bombers and repair cloud? when should i usually build a second capital ship? i find that it's difficult to wait for the resources to accumulate while i am trying to colonize, develop planets, and build frigates and structures
what is the point of microphasing aura? its supposed to teleport any friendly strike craft within the radius to a more advantageous location, but the enemy can just turn around and keep shooting them...?
well, i want to change domination so that a unit affected by it will reference new sound files any pointers on how to do this
is it possible to give a unit a new set of sounds when it is affected by a certain buff
but when do you rebuild the capital factory to get the second cap?
yeah, i don't like the starbase-on-allied-planets element now since the ai is completely oblivious to it and of course it can be exploited in multiplayer with unlocked teams
ok, AbilityChargeBeam: [quote]TXT entityType "Ability" buffInstantActionType "ApplyOrRemoveBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffChargedMissilesSelf" effectInfo effectAttachInfo attachType "Center" smallEffectName "" largeEffectName "" soundID "EFFECT_PhaseCloak" toggleStateOnNameSt