I see. I think I will just beef up the frigates some more so it won't be shooting fish in a barrel and hopefully the AI will pose a threat at some point.
derbal213
I figured...o well. Thanks.
I had a thought the other day. What if I were to copy the capital ship files, rename them and classify them as frigates, then have those available to build from the frigate factory? They would have all the same stats as regular capital ships but just be classified differently. I figured I would get some input from here before going through the trouble of actually doing it.
I created a simple mod where the capital ships were beefed up to make them more capital ship like. When going capital against capital, I had them fairly balanced between races. The damage was relatively high with high shields and hull, but varying between the different caps. On the other hand though, when a single capital ship took on a fleet of frigates, especially light frigates, the capital ship decimated the fleet without breaking a sweat. I then decided to up the capital ship crew and fl
If i can throw my 2 cents into the planet stats ring, I would say that the Paradise planet should have quite a few civilian slots and just enough tactical slots to make it defendable. Not so much that you can defeat an entire fleet, but just enough to hold them off until your fleet can arrive and save the day.
@Uzii I managed to figure out why it wasn't working. You were right. It was in the player files. I must have done the opposite of what I had said and copied your changes to my files, but forgot the research window changes. I think you mentioned Compare It! in an above thread, which is what I just started using to compare my files. I works awesome. I suggest it to anyone that is making changes or merging two different modded files. It is really easy to keep the changes you want and merge the
I can see your points. I'm still working on balancing the whole idea of a phase jump inhibitor. I wish it were possible to modify the AI, but I don't think it is. Even if it were, I would be the least qualified to touch it. :)
[IMG]http://i305.photobucket.com/albums/nn234/derbal213/SinsPlus2.jpg[/IMG] I did indeed change the count number and all of that. What do you mean by compare weapons damage, etc. and comparing them to vanilla files? What should I look for?
[IMG]http://i305.photobucket.com/albums/nn234/derbal213/SinsPlus.jpg[/IMG] There's a screen for you. By the way I figured out why the three researches weren't working and fixed that, but they are still on the same line as the Sins Plus box.
I've added three researchs. They are for a planet module access called a beam platform and two beam weapon damage increases. All of them are in the Combat section of research. As far as the Changed file list goes. The only files that I edited in that list are the three player files and the galaxy scenario file. All four of which i just added my changes to your original files. I'm trying to get a screenshot for you, but it's not working.
When I run your mod by itself, it works just fine. Everything shows up, etc. When I add my files to your GameInfo folder is when I have problems. I am running v1.03 of Sins and all of my modded files work when I run them alone and they work with your mod, but the problem comes when looking at the civilian research tree. It is showing the bar that says "Sins Plus" behind the top part of the Policy section and not showing the three researchs at all. http://www.facebook.com/photo.php?pid=70703
When I try to combine your mod with a simple mod that I made, the research bar you added along with the research buttons don't show up right like when I run your mod as a standalone. I added three new researchs for combat, but changed nothing with the civilian side. Do you have any idea why this happens? [img]C:\Users\Derek\Pictures\Sins Plus.jpg[/img]
Nice work. This is pretty sweet. I'm curious, though. Are you going to put emitters on the rotating section and have it fire? That be cool if you had a minigun like laser action going on there.
[quote]I seriously don't think you can call this a 'problem' with the AI.You modded the game to alter the rules the game runs by, but the AI is programmed to use a different set of rules.I am actually curious how you achieved a complete disruption of phase lane?I was considering the idea myself a little while ago while wondering how they would make an indertictor (name? been a few years) cruiser for a Star Wars mod.I mean, is it just that the phase engine charge time is set to a really really hi
I am trying to put in some Star Wars voice clips and sound effects for fun into the game. (Like it needs any more fun.) I have taken the sounds that I've found on the Web, converted them into OGG files and stored them into a Sound Folder under my mod. I've pointed one of my cap ships to use the new files for various sound effects (attack, creation, etc.) with correct capilization, etc. Everything is right, as far as I can tell. When I get in game, I am spared the dreaded minidump, but instead, I
I am really looking forward to this mod. Star Wars kicks ass. In the meantime, I've constructed a poor mod for my personal use... Does anyone know of a good website with ship against ship stats? I've done a really poor job of balancing everything. I did create a really effective Interdictor if I haven't posted so previously, but the Empire faction that I have now completely owns both other factions and that ruins the game for me. I'm an Empire fan, myself, so I'm sure you can see why I beefed th
I just had a problem with the AI. I modded a Sova Carrier to have the Phase Jump Disruption ability, but modded the ability so that it would completely stop phase jump at the cost of being unable to defend itself i.e. no weapons and a 1000/2000 hull/shield split. I also modded most of the caps ships and beefed them up. My problem came when I sent in a Carrier and two Colonys into a planet well. The enemy force was sixty 10-damage ships and one cap ship with a 45-50-75 damage per weapon and 2000/
I too am having problems applying material. I've done everything your tutorial says, but the material just won't apply. I've done everything the way you describe. Everything is in the right slots, but the material won't appear on the mesh.
How do you take multiple objects in a 'scene' and merge them into one object so it is eportable?
Ok. Thanks. I think I will just add an advanced weapons defense platform as a tactical module then.
Ok, so I've been messing around with planets stuff. Right now I have changed the mesh for dead asteroids into the TEC Marza Dreadnaught. This worked perfectly and I think it's really cool seeing the Dreadnaught rotating in space. My whole idea was to create an 'Advanced Weapons Defense Platform.' I want this 'planet' to have a small gravity well radius to simulate it being just "out there." I also want it to be able to fire a weapon at enemy ships in it's 'gravity well.' So here are some thin
How many emitters can you put on one mesh file?
Ok, I managed to widen the beam to something more Death Star Like. I have also made the explosion effect the same one as when the TEC experimental cannon hits. One question, though with this. Is there any way to have that explosion at 6 points on the planet. It is large enough that if you surround the planet with the explosion effect, it will appear to have destroyed the planet for a few seconds, not to mention the smoke that follows.
I am trying to create a 'death star' of sorts that will wipe out enemy colonies in a single blow. I have made it from the Dunov TEC cruiser, no remodel or textures, though. The weapon that I use is the KOL beam, firing at the planet. I have a few questions to go along with that. 1. Is there anyway to create a pre-firing glow such as what happens during and after firing the KOL beam. 2. How do I change the color of this glow.(My beam is currently green.) 3. How do I, if it's
Is there a release date set for Particle forge or is it one of those "wait and see" deals?