ah alright...sorry, didn't get a whole lot of time to look at it, was in a rush the other day. Thanks again.
Alexandus
ok on to my next question...sorry for all these noob questions..I used to know what I was doing with these mods! lol... been hunting around for an entity file editor, downloaded a couple but apparently are out of date...any suggestions?
Hey thanks for the info myfist0...appreciate it sir!
Hello everyone, it has been a good while since i've modded anything in sins...decided to make my own map for the latest version of Diplomacy, also have GalaxyForge3, but when i made my map, had about 50 planets in all (wanted to make a Star Wars Universe map that wasn't 300 planets+, also used vanilla planets, no addon planets) and loaded it, I would get a minidump for what I would think to be no reason at all...I can load some other maps fine, but there are a few (including the one i made) t
Ah, found it! I read that the files were supposed to be under Application Data/Local...but I found it under Local/Application Data...just a minor switch needed...thanks for making me dig deeper!
Tried the above fix, but didn't work...manually input the files and still not working...any suggestions? note: I'm using XP and have the most up to date version of Diplomacy
With diplomacy's release I'll most likely come back to playing SoASE, as that was the one element I felt the game was missing. This also brings my question with making a mod: One feature I never did like was how fast fighters went. To me it seemed "unrealistic" as far as the game mechanics were concerned. Has anyone dabbled in making the fighters move slower? What sort of effect does this then have on how fighters end up against other fighters and/or larger ships?
I know that just about ANYONE can map, but it seems that few are willing to actually do it...if you need someone to work on maps (and pay attention to detail) let me know! [e digicons]:grin:[/e]
nice maps! if you need a mapper or anything of the like let me know, drop me a PM
I know its tough to get a mod team together for sins, I've tried once before with freelancer to no avail, but Colony Wars was such a fun game I figured it was worth trying again.
bumping my own thread...would anyone be willing to work on this with me?
was a 3 game series for Playstation...look at the videos i posted links for and look at the related videos to see what it was all about... VERY short overview: The Imperial Navy was the Earth's military, expanding into the nearby star systems...the colonies didn't like the opression they received and rebelled, forming the League of Free Worlds...the first game goes thru the initial war that raged from the perspective of the League. The 2nd game picks up years later, from the p
almost forgot this display of Colony Wars 1 ships: http://www.youtube.com/watch?v=JxkZfQXrOik&feature=related
I know its a classic...but has anyone thought of throwing together a Colony Wars mod? I was thinking the ships from Colony Wars 1 would be simple, but at least Colony Wars 2 had essentially 3 sides (Navy, League of Free Worlds, The Watch) if anyone is interested I can do mapping + balancing Colony Wars 1 opening: http://www.youtube.com/watch?v=fd_6SYW2xwA Colony Wars 2 opening: http://www.youtube.com/watch?v=ChUKvROd26o <img src="http://www.csoon.com/is
Ok...3 things that I had pop up in my mind: 1- this mod needs a FAQ (if there wasn't one already) 2- because I didn't read all of these posts...will the rebels have an incredibly strong building for spreading culture? (aka a propoganda broadcast station that will convert many nearby planets to the rebellion) 3- Will there be separate mods for different timelines? (Clone Wars/New Hope/ROTJ etc.)
I knew of the Star Wars mod which I'm eagerly waiting for...just didn't know if the Clone Wars factions were gonna be options, and if not was there going to be a separate project for it :)
We had a small team going before but it died due to lack of tools to make it easily done...i at least had stats done and a map made...
Not sure if anyone has brought this up...but is a Clone Wars era mod being done/thought of?
I know the ships were just brought into the mod...and this post is too long so i didn't read everything feedback wise..so I wanted to throw in my 2 cents. The models look great ingame, the ship speeds however were way too fast (I'm sure somebody mentioned that or its been acknowledged already). At first I was thinking that maybe the build time for the ISD II's was too fast but..considering the Empire had tons of them, maybe its good that they can be built quickly.. As far as th
I feel that the most lacking part in all this is the Diplomacy factor... Personally? I liked the diplomacy from Imperium Galactica II, would have loved to see the things in that here.
[quote]The issue has been acknowledged, but locating the cause is proving tricky AFAIK.If you see this, save the game and send it to [email protected], they might be able to make something of it. Make sure to note what the save is for, of course[/quote] It wouldn't do much good considering if the game is saved and reloaded it looks fine...it would appear to me that the system is removing the particles in a hope to keep the framerate the same, its just a theory.
Bump in hopes that somebody at SD/IC sees this or at least acknowledges that the issue exists.
After playing a game for a while, no matter how many units are on the screen at one time...EVENTUALLY the visual effects will vanish, aka guns will fire, will hear the sound, the enemy will take damage but the shot itself will be invisible, also when ships explode the explosion will be invisible..the ship will just disappear. If I save the game at that point and load it again...it will return to normal only to vanish again after I'd say 20-30 minutes into the game. Any suggestions
Same problem, hopefully an answer is produced soon! edit: just noticed that you cant load the maps already ingame into the forge anymore...something must have been changed in their programming.
Hey everyone, Alexandus here...I'm working with a few others on a Freelancer Total Conversion mod... One thing that I've caught a snag in is the entities themselves that define how the ship will act...since there are more fighters than there are cap. ships in freelancer, it was decided to make it that individual fighters are made as SOASE's version of frigates...now the problem I'm seeing is in the Frig entity files the first line: entityType "Frigate" Now this is countered