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You can make different usernames to play through ICO with. Just make up a new name and use it until you get the hang of it, then switch back to your normal name, noone will ever know :)

11 Replies 11,760 Views

While it does help with the layout of the maps one thing you might want to watch for is random planets. On the maps Cynosian Rift and Quick Strike, a few of the planets are random, so they won't always be the same as in your images. If you open the maps in Galaxy Forge, you can see which are set to random.

3 Replies 2,937 Views

I've also used 3d max 9 and the import/export script to change existing models, not had any problems with it yet. EDIT: The script is in this thread: https://forums.sinsofasolarempire.com/?forumid=443&aid=176051

46 Replies 47,682 Views

I still can't seem to find the link between the Resource Asteroid and the Extractor that the game places on it. How does the game know to put the extractor on the Asteroid and not let you place it anywhere in the gravity well like other structures? I've looked through the various extractor entity file and the resource asteroid mesh files, the latter are in text format so I can't import them into max to look for any dummy objects but within the file there is this:

1 Replies 2,639 Views

I meant I think its a bug because its unfair to anyone who isn't using it. Vasari ships take more pop per ship than other races because they are more powerful. By being able to jump over the pop cap by so much you pretty much end up with the same amount of ships as other races, execpt yours are more powerful.

35 Replies 24,091 Views

With enough gates, 10+, you can call in 500-700 pop worth in ships every 7 or so minutes. If you don't need the ships you can scuttle them for cash and resources. If your near fleet cap but have enough space to call in one more gates worth of troops, about 70 population, select all your gates and call them all in at the same time, this will put you to like -400 fleet cap, I'm sure its a bug that needs to be looked at. Vasari can get to 2300 fleet cap with research anyway and doing this

35 Replies 24,091 Views

As far as I can see the names used for the militia are pulled from the English.Str file: StringInfo ID "IDSScenarioPlayerNameMilitia0" Value "Aluxian Refugees" There are 22 names for the militia, I think it picks one randomly at the moment, either that or I've not looked at the files hard enough :)

3 Replies 2,397 Views

[quote]hmmm... this is a very cool idea but on larger maps (several stars) with bigger battles wouldn't this add a lot of debris which means ur computer gets generally bogged down? If not then thats awesome!! [/quote] I wouldn't have thought so. When the ship is alive it uses about 5k polys, when its dead the mesh is only about 2k, unless your bringing in capital ships faster than the debris is vanishing, the poly count is actually dropping on death.

15 Replies 8,963 Views

- Uzii - : The idea was just to do capital ships but it could be done for everything that explodes and leaves debris I think. Therlun: You can make debris last forever I think, just change the "AverageLifetime 300.000000" in the Debris.entity file for some huge number.

15 Replies 8,963 Views

I always thought the capital ships should leave more/bigger chunks of the ship they were, so I've made new types of debris and linked them to the ship that explodes. I did the Kol first and everything worked, I lowered the poly count of the sections to about 1k each, ofc this could be lower but this was done quickly for a test. Images below: <img src="http://www.ukgamingservers.co.uk/images/ScreenSh

15 Replies 8,963 Views

I've found a way to change the normal militia around planets but it needs to be setup first in notepad. First you need to assign the planet a template to use under planet items and set 'useDefaultTemplate' to False: --------------------- planet designName "Planet40" inGameName "" type "Terran" pos [ 155 , 153 ] owner "" isHomePlanet FALSE startingUpgradeLevelForPopulation 0 startingUpgradeLevelForCivilianModules 0 start

1,189 Replies 3,583,344 Views