Silveressa

Silveressa

Joined Member # 2576278
24 Posts 185 Replies 635 Reputation

[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.

24 Replies 14,405 Views

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.)

6 Replies 6,029 Views

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.)

24 Replies 14,405 Views

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

10 Replies 6,604 Views

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

1,334 Replies 3,497,465 Views

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)

66 Replies 15,577 Views

[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

66 Replies 42,378 Views

[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

1,334 Replies 3,497,465 Views

[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

34 Replies 22,702 Views

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.)

9 Replies 8,272 Views

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

6 Replies 4,228 Views

[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

9 Replies 8,272 Views

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)

4 Replies 3,894 Views

[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

1,334 Replies 3,497,465 Views

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.

35 Replies 28,269 Views

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.

1,334 Replies 3,497,465 Views

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?

1 Replies 2,704 Views

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

34 Replies 22,702 Views

[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

13 Replies 6,083 Views