Aye, I;m currently in the process of making a new updated version, although it's slow going as real life has been keeping my extremely busy as of late.
Silveressa
[quote]QFT[/quote] lol, is that your default response to my posts? That's the second post of mine you've rsponded with that comment to, either come up with something original or quit trying to troll; seriously, my 4 year old nephew is more original than you.
lol! I love your reasoning behind the mod. To mod the number of cap ships do the following: navigate to your info folder and find a cap ship file (ex: CAPITALSHIP_PHASESCOUT.entity) find the following value: slotCount 50.000000 change it to whatever fleet amount cost you desire. (if you set it to 0 it will cost no fleet at all, only the cap ship cost per cap ship built.)
Always fun to field huge fleets against an hard ai on a huge map, or just having the extra units for a smaller map for garrsion duty.
Interesting mod, however I too have serious doubts it'll run stable for longer than 2-3 hours before the AI builds soo many frigs/cruisers it just ctd's or locks up entirely. If you want bigger battles maybe just increase the fleet size by 3x normal? (although that will still eat into the processing power severely.)
Alrighty, after some inquiries at Kerberos Productions (the people who made sots) they told me the following: [quote]As long as you do not profit from your mod, and give credit to the original source and voice actors, there is nothing to stop you.[/quote] So now that's out of the way look for my mod end of this week/beginning of the next. Most everyone who;s bothered to give input has mentioned Hivers (voice sample #3) so I'll be doing them first, and might do the Tark
Ypou menationed if anyone had any suggestions to post them so here goes: My first suggestion is a sort of a "ship graveyard" that's full of mostly destroyed vessles and a few neutral ones that could be captured. It would make the "planet" (or would it be better called debris field) useful but not overly powered (since the ships would count towards your fleet capacity once captured and it'd take time to capture them all) As for my second idea, I'm njot sure if it would qualify a
Also check to make sure you unzipped/unrared the mod before putting it into the mod folder. (I've done that before when I was in a rush or distracted)
[quote]I think overall the fact that a system would look better with more lanes (aka "open") is overridden by the difficulty factor that presents itself when defense goes from 2 lanes to 4+. But I'm open to commentary and suggestions with regard to this.[/quote] After giving the pics posted a more in depth review I do agree that more phase lanes would be a definate improvement. Perhaps if you make it branch out with more phase lanes the further away you are from the sun it woul
Niiiice! So how long before we see it available for download?
[quote]I hate to repeat myself but; Sorry, your going to have to give me a little more detail on this.[/quote] Aye no prob, here goes: [quote]What planet type?[/quote] Barren [quote]Any other mods merged with mine?[/quote] Aye, but I've had the problem when just running pure Sins plus 1.1a (first thign i did was tey to replicate it using just pure sins so I don;t complain to you about a bug I caused from merging mods) [quote]What do
Thanks for the suggestion, any idea who I should go contacting about this? (as in an e-mail addy or something?) I'm hoping to get a response in a timely fashion, and sending it to someone who can't answer it and has to foward it and so forth, just takes a long time....
[quote]i wouldn't go and make an eve mod, Eve will certainly contact you about copying there ships, even if you make your own models of them, and ask you nicely at first to remove them. I know alot of modders who got into several altercations with eve. Its just not worth the headaches.[/quote] Don't be quite so sure, a group of eve players have made great progress on a eve mod for homeworld 2 (There's details and I think a about it and i think a beta download over on the Relic forums so
From the link that game sounds kinda bland tbh, kind a like a rip off of galactic civilizations II. (which was a fun game but the canned battles where you had no input to determine the outcome got boring really quickly.) And with it being "online" they'll probably charge per month as well; which is probably why they don't want anyone making a mods and what not which could cut into their precious bottom line. (A pity too, Sins would be the perfect canvas for such a mod.)
This would be pretty fun actually, a fourth race would make the 2 vs. 2 match up even better. I do hope though that you'll make the pirates as unique as the other 3 races are. (as far as tech tree, cap ship special abilities etc..) From what I've seen the majority of their ships are TEC with spikes added on, (They remind me a bit of the Reavers from Serenity)but their complete lack of capital ships leaves them woefully underpowered as far as a playable race goes; which is som
Also, if anyone has any voice change requests for the other two races (perhaps incorporating some of hte humans voice packs form SOTS into the TEC of Sins) feel free to mention it here as well.
[quote]I was wondering if it's possible to make a star system in Sins where the star's own gravity well encompasses the whole system and all the planet's in the said system. Basically, you would just drop out of supralight at the edge of the star's gravity well and proceed to the planets in the system via sublight.[/quote] Aye in theory, but at sublight speeds it would take about an hour real time to travel from one planet to another (depending on their distance apart; making it take a
Good question, I'd love to have some more options for all the races. (Namely a few female pics for the TEC) If anyone can point me in the right direction I'll throw togther a quick mod later on this week to give a bunch more pics. (I'll probably use the human pics from galatic civilizations II)
[quote]I just encountered an error. I colonized a planet and discovered subterranial colony, but when i go to the planet's infocard to see the enchancement, the game crashes.[/quote] I can confirm the presence of this bug as well, as I just encountered it on a large map. I;m not sure what;s causing it however, (I did a look at the code it seemed clean) but I worked around it by simply editing the subterranean bonus out of the planetary bonuses in the english.str file, which se
Another use for trainers is when you want to play test a mod or map really quickly and don't want to have to mess about altering the resources of the map just to play test a few things. (not play test for balance so much as functionality and ctd bugs) They're also handy if you want to familarize yourself with a few of the non random maps before playing online but don't want to spend a few days actually playing through the maps regularly in SP.
Anytime. :)
Maybe that's the "deadly secret" he alluded to in new planet enhancements? :p Seriously though, I think it's a missing line in the .str file. (it coudl be the string count number is too short so it;s no loading?) That;s the only place I can suggest you look. If you don't mind putting a save of the game up for download (and some explaination of which planet) I'll take a look and see if it crashes for me, and maybe do a hot fix if possible.
Under key controls in the options menu it's listed as V to zoom in B to zoom out. (and I just tried them and they do work) Perhaps your keys got remapped somehow?
The current problem of not being able add more than five ships to the frigate and capital ship factories,and not being able to add in new factories (like destroyer factories etc..) and have them function correctly. Last I've heard these two problems are currently unable to be overcome. (although I'm confident someone will figure a way before too much longer.) Since I haven't played Eve for about 3-4 years now, how many more ships have they added in just the frigate and battlesh
[quote]If your count is higher than the number of items, it shouldn't matter[/quote] I can attest to this being correct. During my combining of Mars Effect, Sins Plus and my own Empowerment mod into a single mod (Which I;ve titled Community Expansion Pack jsut for simplicity sake if anyone's curious) I placed the sting value # at around 100 or so higher than the number of strings available (becuse trying to count that many strings is more of a pain than it's worth.) and the mod's been r