I don't know if this is helpful or not, but I found several good stargate shipsets you might be able to use. I don't know if they can be converted into a format sins will like, but they have decent textures and models. http://www.spaceempires.net/shipyards-details-137-Ancient_Empire.html http://www.
HIMPDahak
I don't know if anyone else is having this problem, but the textures on the Enforcer and the TEC capital shipyard are messed up. the textures are there, but they are not in their proper places.
The Dreads are slow and powerful, even more so than sins capsips. A well designed dread can shred a fleet of destroyers or cruisers if they aren't handled well. Most of them look good, but the engine isn't as good a sins in the graphical department. Of course, they have more guns and many are on moving turrets. In the new expansion you can get "fighters", though they are fairly usless late game, but really the combat is nothing like sins. there are no healthbar
It seems that the link has gone bad :( It is giving me the invalid file page. edit: Never mind. I just tried again and it worked fine. Looks like the problem was with their servers.
Yes. And I kept checking back with my other planets and none of their stabalizers worked untill after the build rate increase expired. It probably somehow overrides the phase stabilizer.
I was just trying that out, and I figured out what is happening. The build order doesn't matter, the stabilizers just don't work so long as the planet still has the build speed bonus provided by the space egg. If you colonize with a frigate, it works immediatly while if you use the evacuator you have to wait untill its bonus effect goes away for the stabilizers to work (which means my lvl3 colonize ability is a hinderance now :( ) I figure this is a bug, and in all honesty
ah, that helps. After a while it is the first structure I build. Guess I need to build a mine first or something. thanks. If it IS a bug and not intentional, a fix would be nice but not urgently necessary so long as there is a work around.
I like the Vasari mostly because they have their phase Stabalizers. Mine aren't working right. I'll build one in every colonizeable system, but after the first 10 or so, wether or not they work is random. The system card says phase stabilized, but my fleets (and tradeships) refuse to use the node and instead travel 3 or 4 systems out of the way. even if they are currently in the phase stabilized system. for 10 tac slots I want the things to work every time, not j
The hanger effect is displayed on the side. The othe SBs I have are fine, and this one was OK for two views, but when I came back it looked like this: [IMG]http://i34.photobucket.com/albums/d144/HIMP_Dahak/ScreenShot_0.jpg[/IMG] I run an intel dual core processor, a Geforce 8800 GTX, and have 4 gigs of RAM, with XP.
Whups! found my problem; I was using an old version of convertdata. works now thanks!
I don't believe it works on XP since I just tried and for every file it told me "invalid # arguments" and I did double check what I typed in and it was exactly what you had. Oh well, maybe someone could upload the converted info?
I've been having the same problem. It mostly only happens with the Vasari pulse and wave weapons. The beams still show as they should. I tried doubling the particle count as shown but it didn't work. Also the phase lane effects (the comet-like thing) disappear after a few seconds on frigates. more of a bug report than anything since saveing then reloading fixes the weapons display for a bit, but it does get old doing that for every battle.