derenek
certain mods have companion stars. so u can make one star system with a bunch of companion stars in it that act like planets. Then u can set the phase lanes any way u want.
this may be a way to solve the cloaking problem everyone seems to have been having in their mods. To give a ship some of the envoy immunity abilities while still maintaining cloak. Then cloak disengages when they fire.
although if it could be coded in with galaxy forge it could be an awesome discoverable artifact type thingy. DEATHBEAMOMEGA launches massive beam of doom at incoming spacecraft...
the ground offers the space to create some truly massive weapons. You simply can't build guns as big as planetary guns. It would unbalance the game wouldnt it though? To have super weapons on all the planets?
these limits helped a lot in figuring our a bunch of my minidumps :-) !!
now if only we could find a way to animate turrets for those guns. and make those turrets targetable.
the mod just changed the cap ship stats. Go to your gameinfo folder and open the *.entity file for any of the capital ships. You can adjust their armor, anti-matter, weapons damage etc from there using notepad.
TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 1 instantAction buffInstantActionType "PlayPersistantAttachedEffect" instantActionTriggerType "OnDelay" delayTime
see if the base has a set number of command points in the entity file
hey I know I may have pissed u guys off earlier, but I can help u guys code in weapons load-outs, dynamic movement, and abilities into your ships if u guys r interested. Anyways, just trying to help out fellow stargate fans and modders.
wassup, hey if you want I can send u an updated english.str file where I updated all the ship names and stuff as well as have the research point to the correct ships. Anyways, if interested pm me and I'll send it to you so u can load it up into your update.
Whatever happened to the homeworld mod thread? Did relic finally shut it down? If so that's sad since I totally updated the ship names and research lists so that the corect ships showed up.
avatars are located in the textures folder under a file called portraits. you can edit in photoshop to change the avatars to anything u weant. I like to change them up for all the mods to have star trek portraits 4 star trek, star wars for star wars, etc....
ummm...r u implying I stole this game? I have actually purchased copies of Sins and the expansion. As well as unloaded for several other stardock products, so plz don't try and make it seem I don't support stardock/ironclad.
ouch, totally serious. you guys always this unfriendly to other modders?
i turned it's mass setting up anyways to slow it down. It's better now.
wow u guys r real serious. i'm just about having fun playing a game
Arrr matey!! b a pirate!!! [removed]
in the show galactica does some pretty quick rotations as well, if u watched some of the battles against the cylons in the show i've seen it show it's topside to the cylon attack in seconds as well.
make a new squad_*.entity file for each of the new fighters and on each capital have its squad reference that new file you made. Then you can have each fighter have the same stats, but different texture/meshes for each type of capship...
I posted a video of the new movement settings I put in. The ships don't seem to want to collide anymore. http://www.youtube.com/watch?v=JIvoi4LHy9o
the line where it says muzzle effect in the weaps description can have the effect either replaced by a different particle file, or removed altogether.
I got most of their bumping eliminated, now I am gonna see if tweaking their masses will do stuff.