if she has a stardock account with trinity on it, you can order it directly from the sins sight and if your loged in you should be able to get the discount.
StCobalt
[quote who="SivCorp" reply="747" id="2919531"]Another mash up creation...... The Kol 3.0 LRM edition. Reduced 55%Original 1024 x 768[/quote] nice. wouldn't mind seeing a pic of it in game though :p assuming you rig it and whatnot. (and if you do, will you be releasing it?)
as i said before in my corner, what mesh (model) are you using for all this exactly? one of the main reasons i can see is that you are trying to take a turret that is only ringed for one weapon and give in a bunch of ability's and weapons it can not support. another reason is you got to really be careful of any errors in the files themselves. if you can upload a version of the file to a download site ill take a look at it for you and see what i can find. its hard to pick out t
essentially if that is the default combat turret, it will not work in game without being re rigged (nulled). your better off using a unit from another mod that would suit the role you want this turret to fufill. there are several mods out there you could use should you want to. just remember you cant redistribute anything you make this way (well it least not with their content unless you get permission)
weapons depend on the mounts on the actual mesh (called nulls) essentially they tell the game where to fire said projectile/beam from. there can be a maximum of 3 weapons and roughly 10 nulls per weapon (can support more but your talking massive lag here). what i recommend is just coping the turret from say the TEC carrier and then modifying it from there on.the highlighted is the actual mesh (what the turret looks like). you would best use a model that ha
well seems i was a little late but essentially what gun says is true. "turrets" that capitals spawn are frigates with 0 movement speed (they can have all the ability's of a frigate too. as well as multiple weapons if you should wish it.
was CF105's post a question on something? and i was answering a PM from someone using ryat's post as an example (since i no longer have sins on this comp)
the basics of what i was saying is.... targetFilter numOwnerships 1 ownership "Enemy" numObjects 2 <------ determines what the ability c
so ya. had to reformat my comp. anyhow as i was saying my java was deleted or infected with a virus. could not use java. so essentially i was going about explaining what each of those were, i had a point but with no java formatting it tends to be illegible.
ok... im not convinced that its either the forum thats really messed up ATM or my browser
as to sin-imperiums first PM (in which i replied to but it was unreadable, it least for the purpose i created it) targetFilter numOwnerships 2 <----- states who an ability will affect ownership "Enemy" (friendly, enemy, etc) ownership "NoOwner" numObjects 1 <----- states WHAT the ability will affect object "Planet" (planets, frigates, star bases, etc) numSpaces 1 <----- from what i hear, affects if the ability space "Normal"
made this thread because im currently helping a person with questions and PM's dont organize bodies of text like the actual form does (kinda hard to explain things when its one massive paragraph that you cant really read through) so here it is, will be posing mod examples from time to time as well as helping a few people out in my free time. most reply's and questions asked here will be answered here.
mind you this is giving you a few building blocks, you still need to do all the really anoying galixyscanariodef work for your actual planet. remember what i said about making sure you got the right number of templates in each section. i wish you the best of luck on doing the rest of your mod. just PM me should you have any questions (except for the really new lines added in, i have a fairly good understanding of how to mod sins from back when it was first released and through entrenchment. e
Oracle Outpost this is the finished mod. its only small. anyhow, for now the outpost spawns at asteroid planets. you can change the included galixy file to fit your specific planet if you like. it also contains a string file for the outpost and abilities included... for the most part, let me know if i missed any. cant 100% recall if i did every ability or just the outpost itse
i already did it lol. just need to get my frigate ability to work properly again before i release the mini mod. the only real problem i have is that as it gets spawned as a neutral frigate (the broadcast center) it tends to use the ability itself, and the effect does not stack untill that of the previous owner has finished. sadily i dont know enough about the newer stacking system to really be able to fix this small problem. worse comes to worse you can reduce the finish condition tim
vasari's ultimate phase sight ability allows you to see all phased ships when researched. and as for advents sight in culture, keep in mind that that ONLY works when they have their culture passing through said planets (which will take a very long time on a large map).
lol. thats what i was thinking of last night as well. i already converted my own 1.2 game info files. im currently working on a small mod for myself but ill throw together something for you guys after. (keep in mind you will need to edit the galixyscenariodef yourself to get the "frigate" that has your ability to spawn for that specific planet, and that all i will be doing is adding a capture ability to the constructor, and the creation of the frigate itself. if you have any speci
no effect really. just like to know what things are generally used for if they will cause minidumps when used wrong. Imperium wanted an ability that mirrored another ability of mine on his planet (an "oracle" planet" that would eventually discover the entire galixy for who ever controlled it at the time. problems i ran into are getting the planet to actualy do said affect. planets can not have active abilities and abilities like clairvoyance need an active trigger (ie, activ
did you ever release that kol rework? or has anyone else finished it and released it?
well spent a whole day at this and still cant get a planet to do what i want. planet abilities are REALLY limited in what they can do apparently. all the ideas i tried would work well as an active but without the actual user clicking to initiate the ability they do not initiate as passive. might try some more tomorrow in my free time but no guarantees.
what is the highlighted used for? anyone know? because its somewhat new. (it least i never seen it when entrenchment first came out) targetFilter numOwnerships 2 ownership "Enemy" ownership "NoOwner" numObjects 1 object "Frigate" numSpaces 1 &nbs
one thing im trying to get get a neutral planet to spawn a building with no owner, sadily i cant seem to get it to work. unless the planet has either a militia, pirate, or player at it, buildings dont seem to want to spawn. anyone elce have an idea about this? meh. screw it. when i get some free time ill go down the line of creating a frigate that cant move and does the same thing so i can get the effect i want. if it turns out i can do this it shal be in
sadly artifacts dont work in a way which allow you to use it like you want.
well suppose could try that. someone asked me about creating the clairvoyance effect on a specific planet type. the two ways i could think of this was 1 an ability, but that does not seem possible since the buff requires an active target and trigger. the second is going with an invulnerable structure in said planets grav well that can only be captured or will be converted when you capture said planet. the problem is, can you have a "capture" ability thats passive and only affects
was wondering if anyone knew how to create a planet ability that affected things outside its own gravity well. from my test so far ive been unable to get the actual buff to initiate without the ability being an active ability. Might have to get a bit more creative in my approach to this. if said thing is not possible, anyone know if you can make a planet convert all buildings in it well to that of the captor when it is colonized? ill be testing t