I hope everything is alright for you ManShOOter. Personally, I'm not too fond of surprises unless it's on my birthday, when I know it'll be a good surprise. I've tested it with the Mad Scientist mod in Entrenchment 1.03, and it works fine. No minidumps... yet. Good luck on the next version!
GoldSabre
Has this been confirmed to work with Entrenchment 1.03? Also, AMAZING MOD! Now that I have an i7 920 CPU, perhaps I can play Sins with large battles again and enjoy this mod at the same time!
Banned for having an Avatar related avatar.
Banned for bringing high-yield explosives into an energy weapon discussion.
Banned for making "gnihgual" look like it's french, and therefore confusing people and making banning difficult.
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
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?
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.
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.
:LOL: Don't you think a major bug like disappearing effects would have been caught and squashed by Ironclad in vanilla? I'm pretty sure I never saw disappearing effects. Only after I installed this mod.
[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?
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
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
[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...
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
But if black holes basically destroy anything in its gravity-well, wouldn't a game with multiple solar systems not work?
And still nobody even [I]considers[/I] that it may be the long-lost Scottish Armada. You poor, sheltered folks.
The long-lost Scottish Armada. It was the bagpipes that convinced the Vasari to up and move!
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
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.
[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
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
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.
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. ;)
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.