Request for sticky
Ditchdigger106
Thanks guys, I ended up giving up and just randomly finding the typo after screwing about with dump files for about 2 hours... So I can load the .dmp, but it just tells me 'Hey, it screwed up, something about a memory exception pal, but couldn't tell you why!' It's like a redneck mechanic working on a fancy import car. So, Skyline, or anybody else, I assume this Assembly Decypher thing-a-majig would give the reader whatever symbol sets it needed to make sense of the thing... How might I go a
Thanks man =) Pretty lookin ship you got there fella...
Cool, thanks for the help guys... ^_^
I'm having some trouble figuring out why my sins mod continues to crash, I figured it would help if I could figure out how to read this nifty .dmp... I can't see to get this windows de-bugging utility program to function, it tells me that ti's unable to load symbols for sins? Not sure what this means, please advise.
Sins is convinced that my Mods folder should be on my C:, despite the fact that Sins itself in on my D:. Any clue how to right this wrong?
So, how can I view those neat-o mesh files in XSI? Anybody have much success with making/implementing new models?
It is possible to have passive abilities that apply status effects to targets. Check out the TEC Marza Dreadnought's ability 'Incendiary Shells,' a passive that applies a DoT effect to his weapon damage. By tweaking that ability, you can apply whatever status effect you might like. You could also check out the TEC LRM Frigate and Vasari Assailant frigate abilities that apply splash damage. These abilities work by applying a status buff to the firing ship that applies a status debuff to the
It's really difficult to get disciple frigates to steal antimatter from targets that makes sense. Most of the time I see them autocasting on some poor robotics cruiser that has had 0-5 antimatter for the past five minutes while they chain drain it instead of the 300+anti matter capital ship, or even just one of the many other nearby cruisers. IMO the AI could use a "Target largest anti-matter pool" script. But, even assuming they targeted intelligently, your main problem is that you're using
So, shameless, bump, and a clarification on points 5 and 6 I was wondering how the game 'knows' what jump rule to apply to what object. I've noticed that there is an IsWormhole:True/False tag, so perhaps that has something to do with it. Like stars, as far as I know, you can always jump to any star from any other star, is that a map editor setting, or does the game just define stars as points which allow jumping to other stars? In which case, where does it apply this property, and could
So, I was throwing some ideas around in my head for an interesting mod, and I am sort of stuck on a few things. 1) Has anyone figured out how to change the names of different stats? IE, lets not call it anitmatter, or shields... 2) How does one go about tweaking the research tree? Is it possible to lift or tinker with the one facility per research tier idea? IE perhaps it could be a number of planets colonized to unlock a new research tier, or a research technology (like advancing
Dude he's talking about the suicide ability, martyrdom. I see where your logic is heading, but... I mean, yeah, assuming you have around 6-8,000 credits to throw about, and 30-40 supply to waste, yeah, you might be able to ice a cap ship fairly quickly. But with that same amount of resources, you could've built a capital ship yourself, or made a serious addition to your fleet. It's a great tactic, and now that you mention it I might try it, but it's a wild-card maneuver, not a
So... Why not just make all LRM-style units deal crap damage to structures? That way, in order to actually deal damage to enemy planets, you would need to make a sizable portion of your fleet -something else- so that you could effectively engage and destroy planets. It would also help after that first engagement, when you find out you're fighting a lame LRM-spammer, and inevitably suffer heavy losses... The retaliatory strike might strangle your fleet, but planet defenses could slow them down en
I think the strategy forum is a bit cluttered; it's difficult to find information about specific issues. It would be really nice if there were seperate categories to discuss each race, like a place to track down people talking about the vasari, advent, and TEC, respectively. If anybody reading this agrees, do me a favor and bump the thread. Anyway, I hope this isn't something somebody else has lready beaten to death with a stick... If so, I apologize. Great game! =D