hydrocarbn

hydrocarbn

Joined Member # 2940422
48 Posts 1,753 Replies 16,038 Reputation

No, it still sounds like you're GPU limited, considering VRAM is about as relevant to graphics card performance as tire width is to a car's acceleration. Games will get slower as more ships are created, that's not new, and if you're having performance problems perhaps you should run the game on a desktop.

82 Replies 51,844 Views

Just for ease of use. Technically any size could work because it's the origin that matters, but it's easier to keep track of them when they're small. The center of a very large cube is a lot harder to find than the center of a small one. Also yeah, it's pretty clear that nobody with mod power here actually cares about keeping these forums relevant - at least half the tutorials stickied are either outdated or irrelevant, search is hilariously broken, all the reference data is old and h

48 Replies 166,986 Views

I'd even rig these things for people if they're their own creations (random models ripped off other sites piss me off though) in 3DS if they want and if they provide a description or picture of where they want each point. It honestly is no big deal and I've done it before for people.

11 Replies 11,128 Views

I really don't get these threads. Copy and paste an old one. Add it to the player file. You've created a new research subject. Change its prereqs around and change its position. You've created a research tree.

3 Replies 2,133 Views

partial list for buffs, there are more in the modifier thread, if i remembered what program i used to get all of these i'd so do every single thing in the game just because nobody ever got around to it Abilities AbilityCooldownRate : Changes cooldown of ability AntimatterCostOfNonUltimates : Changes antimatter cost of no

4 Replies 42,402 Views

SynchronizedTargeting does not effect when the weapon points fire relative to each other - that would be a PointStaggerDelay of 0. Rather, it causes all weapon effects to converge to the same point on the target rather than hitting different areas on the ship. Also at least BurstCount does change average DPS of the weapon, if not PointStaggerDelay.

10 Replies 60,906 Views

I think you'll find people are more interested on working on mods that have more than five lines discussing what gameplay improvements are planned (and maybe some skinned models in the graphics department). None of these gameplay changes seem very novel (even minimods change more) or connected to your backstory, and even if they were I'd probably ignore the backstory anyway and get some sort of rebalancing mod that exists now. As far as attracting people who know what they're doing, your webs

4 Replies 4,535 Views

[quote who="Whiskey144" reply="523" id="2357650"]derenek, from what I understand, this mod is being made for vanilla Sins ATM. NOT Entrenchment. Entrenchment has the fighter movement option, but not vanilla.[/quote] Correct. Mansh00ter's work is awesome though and for second release we'll definitely either be using his stuff or do our own in the same style.

558 Replies 1,146,246 Views

[quote who="cperceful" reply="516" id="2351364"]Any comment on the mod's progress toward reaching that goal?[/quote] Far enough, thank you!!! We are well into the internal alpha stage when it comes to game mechanics and balancing (so don't think the lack of recent updates is a bad thing). We've made probably the biggest jump we've ever made in the last month and a half, since we've finished all the work on the website (I don't know about anyone else but that was a huge distraction for

558 Replies 1,146,246 Views

i don't get why this has to be so ridiculously opaque trying to update dynamic battle mod, extracted updater to desktop, couldn't understand these instructions at all ("in the folders window that is visible find the folder that contains all the mods you want to update AND double left mouse click on the folder which should open the folder so that you can see the folders that contain the mods that you use" is about the most awkwardly constructed sentence ever). got a runtime error

370 Replies 936,015 Views

[quote who="EvilTesla-RG" reply="4" id="2344465"]does BuffDisableMinefield work?[/quote] Yeah, and so does the overriding AbilityDisableMinefield ability (I made that one simply cast BuffDisableMinefield directly on the mine and then added it). It's completely puzzling, and since it doesn't work on ships either, it can't be that they use tactical rather than logistics slots. AbilityDisableMinefield.entity: [quote] TXT entityType "Ability" buffInstantA

6 Replies 5,028 Views

That's odd, it isn't working. When each individual thing is given an ability to toggle, it works fine, but trying to make an ability from one module that disables all the weapons on all the other modules doesn't. Gauss Turrets are counted as "PlanetModule"s, right? TXT entityType "Buff" onReapplyDuplicateType "ReplaceWithNewBuff" buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 1<

6 Replies 5,028 Views

Oh, I thought they were on a timer! I'll check those out, thanks. Nothing like busting your ass trying to duplicate a feature already in the base game :3 e: yeah looks like it's just buffInstantActionType "ApplyOrRemoveBuffToSelf" way to go me. since my original buff uses buffInstantActionType "ApplyBuffToTargetsAtOrbitBody", I suppose I can make that the ability buff type then chain that with the old one.

6 Replies 5,028 Views

Pretty simple question, I'd be a little more adventurous about tackling it myself if I hadn't been messing with mine abilities all day. Is there a way to make a ability "toggle", no matter how complex? I assume there's got to be a roundabout way of doing it using LastSpawnerNoLongerHasBuff/FirstSpawnerNoLongerHasBuff, or maybe even a simpler way using the onReapplyDuplicateType or something, but I can't think of any way to do it right now. This ability will be used to deactivate a planetary m

6 Replies 5,028 Views

Oh, I was just asking because I've messed with it and it seems to work fine. T here's enough weird bugs with how ships prioritize stuff anyway, in my opinion. But yeah, no reason to touch it in this case.

9 Replies 6,493 Views

[quote who="Whiskey144" reply="1" id="2343560"]that's in the Gameplay.CONSTANTS file. However, DO NOT MESS WITH THE DAMAGE PERCENT BONUSES!!!!! That can SERIOUSLY MESS UP your game or mod. [/quote] What?

9 Replies 6,493 Views

The more things change, the more they stay the same. I remember people going up against this issue back in the old days of Armada II modding when getting the Prometheus's MVAM to work properly - the end result was that it took an entire exe patch to enable the functionality. You can probably make the default particle effect spawned when the ship explodes blank and then use a buff so that if the ship explodes due to weapons fire it spawns the appropriate explosion effect, but

46 Replies 107,020 Views

Well it's not as if the original music is being called up from the Netherworld. If all references to the original music are removed there's no way that could happen..so..remove them all.

495 Replies 1,060,014 Views