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.
hydrocarbn
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mod power here actually cares about keeping these forums relevant - at least half the tutorials stickied are either outdated or irrelevant, search is hilariously broken, all the reference data is old and h
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.
if that worked i don't think anybody would have had objections unfortunately it doesn't
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.
1. You add them in Galaxyscenariodef. 2. Not possible, all players have access to all portrait types.
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
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.
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
[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.
Correct. No mesh points are "mandatory". They just won't fire right.
[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
okay that's what i was doing before and it worked for some reason after I put another mod (requiem) in Entrenchment 1.03. why this worked I do not know. thanks for the better instructions.
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
[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
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<
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.
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
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.
[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?
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
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.
why do you think those 'classes' have to do with anything specific? they're just names. you can rename it the Kol Laser Gun Platform if you want to.
Is that better than this ? I haven't tried it yet.
what "texture and mesh limits" are you referring to