SOOOOOOOOOOOOOOOOO useful! This can be opened up as a strip on the side instead of digging through all the different files searching for one that might work... (oh, where does "is wormhole" go?)
Helioforge
In messing with adding new ships to my fleetyards, I accidentally used all capital letters in my ship description name, and it stood out like a sore thumb. So I thought it might make sense to do that with the capital ships, to make them more noticable when reading through the fleet infocards. It would mean that you wouldn't miss an important ship in some of the more lengthy AI lists the computer players like to build. I didn't bring the mod with me yet,&nbs
EXXXXXCELENT!!! Then I'll just dump the files directly into the version I'm playing now... YAY!!!
I liked the fixed timing issues and thicker lasers, but when I looked through the files to merge it with my mixed-mod fileset, I noticed the Merge version had the Entity files (which would have messed with the sins plus gas giant research, then I checked the Gauss cannons for each empire so it wouldn't conflict with changes I made, and found a typo in the damage levels. I checked the capital ships and found very consistant "typos" that increased the base damage for TEC by 62% and Decreased Vasa
If you want a capital ship to fit in the open spaces in the Cruiser's build space, how about the Derelict Kol Battleship from Sins Plus!!! If you put it in the TEC entity file, (just after the last cruiser) it should work, and if you want it to have abilities and levels, try putting back some of the features from the original Kol file, and see how much of it will take without causing a minidump... I've been thinking about giving local militias the derelict Kol, along with a
Just in case this helps: At the top of the string file is a "Numstrings" marker, I think it's 5000+ (5314???) So if you add extra strings, you have to add that number to the total string number (don't lose count of what you added, or you might have to hand-count all 5000+ of them (just kidding, just keep track of your additions))...
If you have ever played "GALACTIC DREAM", that's about as many as you get in an hour :) In fact, the logistics are set up so you can build a fully functioning ant colony in fifteen minutes (and all the ships make little ant trails :) :D but in that game the ships are SO VERY SHINY, they make you blind (Tauntaun you play with, blind you will go... -Yoda)
The quantities of each are okay to start with... (I renamed them Latinum, Naquada and Trinnium though :) :D
I name all my ships, planets, stars, etc, in the "String" file, and only have to do it once (and yes, the stargate designations make it concise but hard to find specific planets) :)
sorry for the "duh", I felt offended when my ethics and abilities were questioned
I would NEVER upload anything for my personal use that someone else made, I see the direction you were going in now. (I used to write video games from scratch for the Amiga (ancient) computer, sounds, graphics, everything...... and as a developer I know that you can fill in the spaces as long as you DONT DISTRIBUTE those filled in spaces with anything you didn't originate, THAT IS OBVIOUS!!! I was only suggesting making the conversions easier by not having to reinvent the wheel
I thought we WERE modders!
While looking for 3D objects of spaceships to put in Sins, I stumbled on a mod of Homeworld, and thought it would speed things up a bit to start with a consolidated set of 3D objects. I never played Homeworld and don't know if the 3D objects are compatible, but maybe the 3D objects in X-wing Vs TIE fighter would work... or any of a dozen games that use similar files. Of course those files might not have all the exhaust ports, fighter bays, and weapons ports
Once I saw a poster of fake starwars movies... It said "Episode 9: Lets build another Deathstar" Although it would be really cool to see a planet explode, (or to make the star itself go nova) if the capital ships are too strong, then I could just build 4-5 Marza's and go to the enemy homeworlds and win the game by broadcasting culture!
All the chart needs is weapons ranges! The LRM is great for staying alive because it is too far away to be attacked, so all you need in the front are Flack ships to take the hits, and you can keep your fleet in perfect working order...
All that really matters in a battle is having overwhelming firepower, so you don't lose any of your ships (having an enemy attack group jump away from you is as satisfying as it is annoying though) Upgrading your ships can make the fleet you already have less vulnerable to having them picked off one by one (but I agree it is a bad idea to spend 10 upgrades if you only have 5 ships!) Also, you can go out and destroy all the enemy homeworlds and cripple their economies, but