Bink Sayres

Bink Sayres

Joined Last seen Member # 2461243
1 Posts 125 Replies 174 Reputation

Just some fun little facts from lessons learned. You have a current hard coded limit of 10 frigates, 10 cruisers, and 5 cap ships. Not sure about cruisers, but most definatly for cap ships, you can have only 2 types of strike craft squads. Sure, they can be two completly different types from one capital to another, but you cannot have more than 2 types.

11 Replies 5,541 Views

Just remember people. For XP is \Local Settings\Application Data\ All this time, and this is still the biggest problem people have.

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Great points. Plus that almost none of the really big planned mods can come to any kind of fruition without the full release of the mod tools. there's a lot of stuff that the different teams have planned that what we currently have just won't let us do.

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Maybe...but I don't know if we should let a guy whos name sounds like an automatic weapon vent.

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Might I recommend viewing this thread: [link="https://forums.sinsofasolarempire.com/174340"]WWW Link[/link] BSG is already covered.

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*Grumble* Grumble* Lag *grumble* Maelstrom....*pout* At least the boom was pretty...although I didn't like being the origin.

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[quote]I´m investigating the way to have the game in spanish without the need of activating any mod. I´m working in a tool to allow you select the language file withouot using any mod. [/quote] Makes me wonder...are you planning on doing registry hacks for that piece? [link="https://forums.sinsofasolarempire.com/post.aspx?postid=177902"]Hey, remember this post?[/link]

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Ok, A nice and simple test. I found an id and created two copies of it with a number added to each one so I know which one came first in the file. Here's what that piece looked like: StringInfo ID "IDS_PLAYERAIDIFFICULTY_EASY" Value "Easy1" StringInfo ID "IDS_PLAYERAIDIFFICULTY_EASY" Value "Easy2" StringInfo ID "IDS_PLAYERAIDIFFICULTY_EASY" Value "Easy3" Something simple, that I could find easily in the game. With my modded English.str,

18 Replies 11,324 Views

As I stated earlier, the only reason that I could not see an Eve Mod being made would be for that very reason. That's why whoever does decide to step up and make this mod would have to speak with CCP first to either get their blessing, or get shot down before they waste theirs and their teams time with something that they can't do. *grinz evily and whispers* Then they just make it for themselves and not release it. The key thing is this: Negotiate with CCP to see if they would allow a

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ooo...do tell. I'm always interested in hearing about a bug...er...feature in the engine. What did you kill, and what was the result?

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Hehehe...Funny. Just for you Dari, the next version will have a nerfed +100 that actually only jumps 75, just to keep the power balanced.

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The ship slots can currently increased in both the frigate and Cruiser sections to 10 a piece. We don't have a work around for the 5 cap ship limit yet. It would be possible, in theory to do an Eve mod since it's drive technology requires a gravity field to lock on to. You'd just face the same problem as any other Sci-fi genre that doesn't utilize lanes...you'd have to manually connect each gravwell to every other gravwell in the same system.

34 Replies 22,703 Views

@1Spartan - True. Well, at least I have a framework down for it, and the concept would work for a full editor. It would just take a long time to get any one part of it working. I don't want to dedicate too much of my time on it and find out that no one is going to use it. @DARI - I'm glad it's helping you out, but what do you mean imbalance of the +/-100 buttons?

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...and you shouldn't have to create any folders. What's important is that you are really going to local settings\application data and not just application data. If the folder still isn't there, make sure that you updated.

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They seem to do that. :) I promised myself that I'd only bump this thread once. If it's really not something the community wants, then I won't waist my time on it anymore.

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To add to your tip Shooter: -On top of keeping a change log, the safest bet is to make just a few changes at a time and test it to be sure that it doesn't crash the game. I was playing around with the speed settings of a new Strike Craft class and went ahead and fleshed the whole thing out. On the next play test I went to build the new squad, but it cause a mini_dump. I painstakenly went through every piece I messed with to be sure I formatted it right. About 45 minutes latt

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Yes, you can. The base setting is under the "hyperspaceData" heading in the Player[Race}.entity file: baseHyperspaceAntiMatterCost 100.0 baseHyperspaceChargeUpTime 7.000000

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As far as the only possible ability for stars? No. That's just all that's built in. It looks like almost everything (not sure about strike craft) can have up to 4 abilities. Do you want your star to reduce the antimatter regen as opposed to improve it? Then write it. :) We have quite a few very tallented people here who are more than willing to answer your question, assist, or might even just write it in for you (afraid I'm more of the "Teach a man to fish" school of thinking).

3 Replies 2,750 Views

[quote]oGas giants cant become habitable planets. They are extremely different from normal planets because they almost completely are made up of, guess what... GAS![/quote] Ok, fine. Since you don't want to play into the whole idea of sufficient technology in a scifi world that can do whatever the writer wants...then how about something a bit more fathomable... The act of "colonizing" the world results in orbital mining installations. Then, what kind of stuff do you want the

24 Replies 5,858 Views