GoldSabre

GoldSabre

Joined Last seen Member # 2840573
0 Posts 27 Replies 96 Reputation

I'm also having minidump problems. I fixed the minidumps that happened when loading a huge random map by turning things down to medium, even though it is a little ugly. Still, 5 hours into my game, I got a minidump after pirates were sent to a race NOT in my solar system, at a "Severe" level but only on a bounty of 500 credits. Also, an AI was the one to set that bounty. I think this is the best mod out for Sins at the moment, and just wish that it didn't minidump like it does. I'm ru

8,423 Replies 15,671,063 Views
Reply to WLd Mod in Sins Modding

At least they're not bovine animals. With dogs and cats at least you can download! Anyway, did you only change the beam-like weapons? By messing with Bailknight's Graphical mod did you alter any other effects?

292 Replies 770,297 Views

If most of the mods you have are not for v1.03, then there is a very high chance they will not work with v1.03. I suggest you find that mod and look to see if there are any updates.

2 Replies 4,139 Views

Posting a mod for Homeworld 2 on a forum of a [B]different game altogether[/B] sounds a bit insulting to me. If you plan on making a halo mod for Sins, by all means! I've been watching for something like this and it sounds like a really cool idea. But for a different game altogether? Sorry, that seems way outta the ball park.

29 Replies 125,585 Views

[quote]Does anyone else find a "counter leak" where after about two hours of play the special effects start disappearing and you have to exit and re-enter to get them back?[/quote] So [I]that's[/I] what it is. Yeah, it happens to me every hour or so. Annoying, but it gives me a reminder to save every hour so I can quit. :p Any fix?

770 Replies 2,170,473 Views

I've been using your mod the first chance I got, and I can't imagine playing Sins any other way. Your mod is the way Sins should have shipped. Anyways, I just popped by to see how things were going and I didn't realize you were making entirely new ships! All I have to say is wow. They look awesome, and I can't wait to play them! I'm sure if you and some other modders put together your mods (Uzii's Sins Plus, for example) then the mega-mod would qualify for a total conversion. A

770 Replies 2,170,473 Views

Someone's got to bring it up so I guess I will. Height? Why is it that ships go around a planet instead of overtop of it? Why do ships not move on the y-axis? Doubtless that this is an engine thing, so it probably can't be altered. But for small-scale battles like you propose, a height system like something out of Homeworld could mean the world in tactics. Also, I think strikecraft already turn quite well. I think it's just the time it takes them to make another attack run. It seems lik

25 Replies 15,295 Views

[quote]...for those of you who disliked the credits by the planets...[/quote] And here I thought there was some god named Davedon who threw odd planets into a solar system. Seems I was sorely mistakened, it was a texturer...

1,334 Replies 3,501,722 Views

I think your idea for a "research victory" is not very "realistic". Not in the sense that a superweapon is game ending, but the sense that is so easy to get. In GalCiv2, a tecnnological victory takes a very long time to complete. In Sins, just capture a few planets, build a bunch of that branches' structures, and research away. It would be too...easy to win through a technological victory. Even if the cost was steep. I very much like the idea of promoting fighters/bombers. They definat

25 Replies 15,295 Views

And still nobody even [I]considers[/I] that it may be the long-lost Scottish Armada. You poor, sheltered folks.

156 Replies 272,542 Views

Hmm. That ship graveyard sounds like a good idea. I'll add my two bits. Yes, I'm bringing it back to the Old Naval Base. Perhaps leave these lying around the planet, because it is an "old naval base". That is, if by "old" you mean abandoned. If by "old" you mean still somewhat in use, perhaps you could make degraded versions of capital ships (like you were discribing) that the AI pilots around the planet, while making the planet itself have a much greater reward for colonizing

1,334 Replies 3,501,722 Views

Uzii...about the Old Naval Base. I definately agree with changing the texture, and in your post you highlighted "Old Naval Base" in something like [color="#708090"][B][I]THIS[/I][/B][/color]. Perhaps you shouldn't make a new [I]model[/I], but instead make a planet with the "tone", "mood", or "feel" of this colour. So, dark and dreary sort of. And to make the planet more unique, input this mood into a colour pallet of ocean, marsh, and inner-city sort of urban zones.

1,334 Replies 3,501,722 Views

[quote]This however, is only half of the system. The other half is the Imperial culture system, which should spread at a much slower rate than Rebel culture, and be related directly to the level of fleet and defences in orbit around the planet. I do not know if the game is capable of calculating culture based on these modifiers, however the intention to make it so that to prevent Imperial worlds from succumbing to Rebel culture, they must maintain a garrison at all times to bolster their culture

1,324 Replies 1,499,263 Views

Damn this forum and posting delays. I know, I know, I shouldn't be so trigger happy. But what's copy and paste for if not spamming? :d

1,324 Replies 1,499,263 Views

I'm not sure if anybody has mentioned this in the past 17 pages, but I got impatient on page 5 :LOL: so I'll say what I'm itching to say: Star Wars: Rebellion. Old game, yes, but on "huge" setting it has many, many different stars already labelled for you! As in, hundreds of stars. Also, it has many different ships set around the endor period.

1,324 Replies 1,499,263 Views

Indeed! Since getting Windows Vista I've been "learning better" about computers 50 times the rate of [B]any other operating system![/B] I'm sure Mircosoft could advertise truthfully about that point! :LOL: I'm not sure if that's good or bad, but the stuff I've had to muck around with to get games to work on my Vista machine...well, you don't even want to know. ;)

1,334 Replies 3,501,722 Views

Indeed, that's what I found in my Sins Option's menu. But, that Hidden files thing you were talking about was the key. The link provided in my previous post explains what I needed to do. Then, I moved the folder into the [B][I]hidden[/I][/B] directory where it needed to go. After loading up Sins and being delighted to see your mod on my list, I tested it in a new game and it works! Thanks for the help, Uzii.

1,334 Replies 3,501,722 Views