That worked! Got the serial, activated it on Steam, playing now. Thanks!
traveurysm
I bought it from Impulse - how do I view the key?
Just pre-ordered rebellion; the download was 114.55 KB. It has the impulse logo rather than the Sins logo, and when I try to launch it runs C:\Program Files (x86)\Stardock Games\Sins of a Solar Empire - Rebellion\sinsrebel.html The 5 files in the folder are: header_logo.png inifix sinsrebel.html ssed.exe uninsthelper.exe No subfolders. The other Sins games run fine on my system. Help!
I love the new expansion, especially the SP experience. Suggestions on ways to make the UI friendlier: - Double-click a portrait in relationship view to bring up that player's diplomacy screen. - Mouse-over in diplomacy screen should show active pacts as well as favor rating. - Option to enable a small game timer that appears over the unit image in the center. - Mouse-over planets, ships should show favor rating under owner's name in info card.</
Ability to access the AI code directly would rock my world! AI modding is my specialty and my current mod (soon to be announced) is already experiencing some issues with AI trying to do things that are no longer possible.
Here's an interesting tangent: is the Threat chasing the Vasari, or just expanding in all directions? The latter would explain why the Vasari have so much time to flee and would also jive with the apparent "all-consuming omnidestructive force" kind of feel. As far as balancing: a force that's insanely slow to expand but devastating when it can finally get everything to bear would feel right in terms of storyline while still being balanceable.
Fair enough - in light of the fact that many of the aspects of machine-based ships are waived in Sins (fuel for instance), you could prolly waive many of the limitations of organic beings. They'd have to be verydifferent from the other 3 factions tho (for instance, using transdimensions rather than phase space; they probably aren't animals with phase drives in their tummies!). Not that that's a bad thing! I've always preferred the Command and Conquer style of balancing (totally differ
Organic ships would be really, really hard to pull of for a host of reasons - basically none of the things that set organic ships apart have mechanics the devs can implement in the current game. The origin of the threat (starting near the center of the Vasari empire and quickly taking out its homeworld) lends itself to a suggestion that the threat is a horde of ravaging nanobots that bust out of a military lab. And here's a halo-fanboy-esque piece of speculation: the first sho
Everyone has faith in something. We must all choose what to put our faith in. Popular choices: God, Humanity, Karma, Science, Conscience, Good Behavior, the Universe. Some faiths, such as faith in Humanity, allow for the possibility that there is no truth or absolute moral code. Others, such as faith in God, tend to hold that there is truth and there is absolute right and wrong. [quote who="EadTaes" reply="4" id="2111055"]Faith is fine as long as one keeps th
There will be a market for boxed games for quite awhile yet, but you won't necessarily get them at the same place. Publishers are moving toward selling "special boxed editions" online instead of selling them retail. First game I ever bought was Civil War Generals II; then Caesar II, then Age of Empires II: The Conquerors (which is when I realized what PC gaming could be - and has been evolving into). I've never owned a console. In one of the back rooms is a stack of old game box
A dev has responded on this thread. : )
I'm shooting from the hip because I havent tried making a mod anything like this (tho I love DEFCON). Seems like if you set the model draw distances to like 0.0001 and then really flesh out the icons and icon distances, you'll get sort of what you're looking for. But animating the icons even at the most basic level? I don't think there's a way to do that right now. Also you'd have to make weapon projectiles actual units so they'd get icons - which is doable but very tricky and awkward (you'd
Wow harpo - if you could pull that off you would be BOMB. EDIT: PS. Thanks for the converted download. I never could figure out the convertdata exe.
That's a cool trick - thanks Ordian.
Ditto Jason FJ: A list of changed files and an updated dev exe would be a real boon toward keeping mods from grinding to a halt each patch.
Right - it can't actually change max allegiance, just increase the allegiance of the planet up to the max. There doesn't seem to be a way to actually raise max allegiance. If only starbase abilities were more flexible. : /
Modding culture/max allegiance based on distance from planet isn't what we're trying to do ... we're trying to make a civilian structure that increases the max allegiance of the planet in that well.
Just wasted several hours trying to do the same exact thing ... if anyone finds a way to solve this everyone else on this thread will love you. : )
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Thanks guys. ratchit, I was able to make the torpedo effects and behavior exactly as I wanted by copying/editing the files you indicated. But Terraziel is right - I can't change weapon class itself which makes editing the tech tree a bit tricky (can't have a line of torpedo upgrades; the missile upgrades improve the torpedoes too). Thanks to you both!
Hey folks - looking to add a Torpedo weapon class but can't find anywhere the classes are listed/described. Your help would be very much appreciated. Thanks!!
There are a number of skyboxes which are randomly selected when you load a map/menu. If there's one you don't like you're free to mod it - just copy the texture folder in Sins into a new mod and delete/edit the textures at will. : )
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All right ... thanks Annatar. As usual you're insanely helpful. I guess I'll just expand the existing levels to be more meaningful.