Has anyone had any luck adding additional color choices to the faction creation set up? Or has anyone already released a mod that does that? Changing the current colors is easy enough, just haven't had much luck in adding additional color choices to the menu.
PUREVENOM
Well that sucks. Thanks for the help, at least I won't be wasting anymore time trying to make something work that cannot be done.
I'm only aware of the tool made by harpo, is that the one you're looking for?
Make sure that the mod you're trying to use is compatible with all of the DLC that you have installed, as well as the current version of your game.
Has anyone had any luck adding additional color choices to the faction creation set up? Or has anyone already released a mod that does that? Changing the current colors is easy enough, just haven't had much luck in adding additional color choices to the menu.
How did they do it for the Titans? If I can reproduce the way they did it for the Titans, but named and classified as something else, such as Dreadnoughts, I'm hopeful that it can be done.
I'm working on a mod for my son, and I've added dreadnoughts for all of the factions. I'd like for them to be limited to one dreadnought built at a time, the same way as Titans. My first try was to add the titan's research prerequisites to the dreadnoughts. This of course did not work, could still build as many as I wanted once the tech was researched. I have the dreadnoughts listed as a Capital Ship. In the titans entity files, their stat count type is listed as "Titan". So far this is what
So my game has started to freeze, but does leave me with a dump file. Anyone know of a tool to convert the file to text so that I may try and figure out what's going on?
[quote quoting="post"]Hello, I'm looking for a way to disable building of certain ship types. [/quote] After re-reading your original post, you stated, "To disable building certain types of ships". You didn't specify that this was for the AI only, or for both the AI and the player. If it's for both the AI and the player, couldn't he just delete the ship's entry in the Player TECH, PSI, and PHASE entity files? If that doesn't work, then also deleting the same sh
[quote who="harpo99999" reply="4" id="3129951"]yes, both myfist0 & myself HAVE uploaded files containing all the EARLY (sins 1.0-1.05) fighter/bomber/gunship meshes/textures here is MY copy (http://dl.dropbox.com/u/8023186/sins%20mods/sins%201.02%20fightersmesh%20%26%20texture%20refs.rar) harpo [/quote] I don't remember those, anyone have a pic of them? Or are they the ones posted in the downloads section at the MyFisto's site?
I can't believe this thread is still going. Well, since it won't die, might as well add fuel to the fire. All would bow before the Ori!
The moons look great. I think colonizing them separately from the planet would be a natural step, kinda like if we actually set up a colony on our moon. But I'm not sure how you would go about the logistics and tactical slots for the moon. *Unless you simply didn't give the moon any logistic or tactical slots, just population and exploration.
Capital Ship names like "TDN Behemov" and "Merciless", can be re-named from the English.str file. If your trying to name frigates in this fashion, that cannot be done as far as I know. Unless you do as GoaFan77 suggested and make all the frigates in the game capital ships. If your looking to change the frigate's class name such as: Cobalt Light Frigate or Kodiak Heav
Here's a link to Harpo's Reference files for Diplomacy 1.011. This will give all the files for Diplomacy before version 1.2 diplomacy 1.011 - filefactory.com Diplomacy1.011.rar
A dedicated mine builder for the Advent would fix the Drone problem, and still allow players the option to use mines.
[quote who="Ryat" reply="5" id="2925870"]A good thought, though that would mean that only the Vasari can make mines anywhere.[/quote] True. Although as it is now, two factions can build/create mines anywhere and one cannot (TEC). It would simply be reversed, 0ne could build anywhere and two wouldn't be able to. IDK, that's why I wanted to see how others felt before I started doing anything to the mines.
[quote who="ZombiesRus5" reply="3" id="2925838"]The advent AI is the worst offender at mine construction and could really use to remove the feature from the drone host as it just gimps the race in SP games.[/quote] I know exactly what you mean about the Area Drones. They tend to get built and not used far more often than being built and used properly. Perhaps a good balance would be to leave all the mines as they currently are, but remove the Homing Mine Squadrons from the Area Drones
Thanks for the input Darvin, that really helps out a lot since I'm a skirmish player and not an online player. So it has good strategic value in multiplayer, just not so much against the AI. I think I'll leave them be then, since it has better value in multiplayer games.
I've always found mines to be nothing more than a mere nuisance. After taking an enemy planet and there are mines still left in the gravity well, aside from simply plowing through them, (Which is always an option), but trying to clear them out with scouts is simply a pain in the ass. I took the mines completely out of the game for the mod that I use for my own personal use. However once I start work on a mod that is to be released, I would like to hear how the community feels about whethe
Does anyone have, or can get the mesh and texture files for the three Destroyers? Hell I'll take just one if that's all I can get my hands on.
[quote who="ZombiesRus5" reply="5" id="2923571"]So two questions: 1. Can a buff target structures anywhere in the galaxy? if not, can a buff target planets (similar to psi ability) to target structures owned by you? 2. Can a buff wait for a sub-buff to complete? I know sub-buffs can wait for the parent buff to complete, but I haven't tried the opposite.[/quote] 1. The Ability, "AbilityTechOrbitalCannon" can target planets anywhere in the galaxy. It'
Did you enter your Ability and Buffs into the "Entity Manifest" file?
[quote]Light Frigate is weak against dedicated combat frigates, but pretty much impervious against everything else. Strike craft deal low damage against them, flak frigates deal low damage against them, support cruisers get cleaned up quite nicely by them, and they're much too fast for carriers to even attempt to out-run them. If the enemy doesn't have a sufficient number of dedicated combat units, light frigates can be quite nasty.[/quote]yup, one of the most underestimat
1. Simple command chats to the AI. Like for example: "Build starbase on *Insert planet name here*." 2. Don't let the AI waste money on bounty during a game in which pirates have been deactivated. 3. Trade with allied AI players. (trade or buy ships, planets, etc.)
Will work continue on this mod when Rebellion is released? From a modding standpoint, I know that it's too early to know how easy or difficult it will be to convert mods over to Rebellion, and I'd hate to see this mod not be completed and released.