ya, didnt really check into it. was planing on making it a passive since it will be the 5th ability (if thats still around) and didnt want to have to click on it. might just make it an autocash ability but meh. essentialy im making a fuel/supply ability for my ships. only problem i have is where on the 5 slots i was going to put it.
StCobalt
can a passive ability be disabled when its finish conditions are met (per say if you had its finish condition set to AntiMatterDepleted?
[quote who="Mooster" reply="4" id="2138849"]Make a capital shp that uses the star base mesh?[/quote] you would need to add in engine dummy points to the mesh, not to mention you could not have all the starbase upgrades then. (it lest not the trade, population or building upgrades)
i use 3ds max and photoshop myself. but generaly speaking most go with Softimage XSI (theres a free version available but it has some limitations). you can also use gimp or some other program for texturing. theres auite a few out there to use. and thers no "easy/simple" programs to use in this field generaly speaking. modeling has a HUGE and i mean HUGE learning curve and will take you hundreds of hours to make good looking models, most modelers spend around a week fine tuning and textureing
its certinaly an interesting idea. im going to try to implement the supply line idea (fuel + ammo) in a mod i got in the planing stages.
well a starbase uses a modular aproach to upgrading, unlike capital ships "automatic" upgrading, you spend cash to boost it. as far as updating strings when you add new parts on to it, thats also not possible. the only thing you could do is change color of textures or change meshes. you could "paint" the number on if you felt inclined to lol.
[quote who="Agent of Kharma" reply="4" id="2134637"] lol. nice to see were staying on topic. arguments like these always amuse me. I mentioned that marza and missle barrage were abused in the game multiple times.[/quote] didnt say that you did not. just stated that you sorta went off on a tangent a few post back.
well essentialy just asking if you had all parts of the mod in a single folder. not 100% what would cause it not to show up at all. you just try creating a blank folder in your mod folder and see if it showed up (if memory serves corectly it should read anyn folders in there, although you might have to put GameInfo or something along those lines for it to be read.
answer is no. and also, what do you think "upgrading" them is? its essentialy the same thing, be it a bit more expencive.
lol. nice to see were staying on topic. arguments like these always amuse me.
make sure you use the right entrenchment path, from what i seen so far every new version uses a new folder for some reason (unless this was changed in the last patch). also, did you install the mod corectly?
no problem. although Manshooter's answer was a lot more detailed than mine. but he is a great texture artist :p
no, as far as i know this can not be done. a starbase is a structure not a unit, so it can not phase jump to another grav well.
well im not going to explain it step by step but general areas you need to look for, 1: create a new Player(race).entity 2: create all the buildings for that race and reference them in Player(race).entity 3: create all ships and then reference them in Player(race).entity (if y ou add new ships make sure they they all have proper dummy points that are named correctly, this can cause a mini dump, also make sure you have added the mesh name in the mesh line of the ship fi
i dont quite get what your asking as far as texturing goes but there is a handy little tutorial on texturing somewhere around the forums. the pined post Here was so so as far as basic introduction to texturing goes. if memory serves corectly you create your texture itself after you create the normal map, which would give you a basic highlight of all the areas of the mesh. i dont really texture myself so if someone can explain it better, feel free to ignore this :p
therse probly a good chance its dead. as far as a campagain goes i dont think its possible. as far as other specifics go, its probly not that hard if you got a good modeler, the coding is rather easy.
no you cant really make them "run out of ammo" per say. well if you got entrenchment you might be able to make it so that your weapons require a ability to be used and set the anti matter recharge to 0 but im not sure if it is possible to do it like that. (if memory serves corectly you can only enable weapons through research. another thing you could try is having an ability on all ships that by default disables weapons and have it so that the ability allows for weapons when active but
i wouldnt mind just having semi stationary turrets that are a bit animated. the problem with this suggestion is maily it would require a massive ammount of time, and money to essentialy re-make the graphics engine adding in new features. what would be nice though, if it were implemented, would be the ability to turn these animations on and off (or have a slider like engine trails that show how detailed weapon turret animeations are). Reality is, theres a verry good chance its not goin
Prerequisites NumResearchPrerequisites 0 thats athe proper format to remove research prerequisites. as for your second question, the cap ship entity files are unique. so it is diffrent from a frigate. that being said, that is why it uses cap ship crew. i could be wrong since its been a few weeks since i moded but i believe that it is mostly hardcoaded to take 1 cap ship point.
in all honestly, your not going to please everyone, and really, asking the ETA on the next x pac RIGHT after one was released is a little unrealistic as well. as far as if its worth it or not, that really comes into the "multiplayer vs singleplayer" argument.
[quote who="eqfan592" reply="8" id="2093980"]Ok, I'm not sure what the deal is, but I tried installing this mod by itself, and merging it with the other mod I use (Bailknights) and the starbases still do not move. I'm sure I'm doing something wrong, I just don't know what? [/quote] did you turn off hold position? i havent played the mod itself but thats what i got from the previous post.
well, since you didnt read/understand the documentation carefully (im not sure if it was updated since the last time i read it myself which was when sins first released). you have to open the text files that you downloaded with the actual forge tools (not the ones in the install folder). best of luck while moding. (its in the reference data section)
is their any way to make a beam bend? or it least make it "appear" as it is bending? was just fiddeling with particle forge and was wondering, if you cant makle it actually bend, can you make it something like a missile with a long lasting trail or something along thoes lines. well, its an idea anyhow. might fiddle with it after and see if its possible but if anyone out there with a moderate ammount of experiance with particle f orge wants to take a shot at the idea, please, feel free.
*** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out of space to add planet elevators *** *** Ran out
has anyone elce had the problem with sins locking up with the entrenchment developer? seems to do it every time i start a game for me.