[quote who="Leuthesius" reply="2462" id="2539388"]There's ship graveyards? For real? WHERE? [/quote] Just go into the map designer and make a system with a ring of planets of the 'ship graveyard' type and hit preview. :D Honestly the only way to make absolutely sure you see any one thing is to personally put it in whatever map you play. I've done a lot of random maps and not seen an oceanic planet in a long time.
Dashotosho
[quote who="Nacey" reply="2443" id="2538796"]Quick update for all of you guys about how the next patch(es) are coming along: Current Change List: - Fixed the "missing string" researches - Fixed Portrait pictures for each race - Repeating sound from the Advent Gunships has been fixed (Thanks Dashotosho) - Gun Turrets are now all set to their correct stats (default prices, double damage) - Pirates now use their capital ships again during pirate raids, and yes
How feasible would it be to add an 11th level to cap ships and add a 4th level to all of the non 'ultimate' abilities that was drastically better than the other 3 levels? Would make for some interesting strategy in picking one ability over another in a lot of cases. Or if adding a capship level is a pain just leave it at 10 and still do the 4th ability level.
I really gotta ask, is there any specific reason the advent beam platform and vasari missle platform cost roughly 1/3 the materials of the TEC gauss defense platform? Does the GDP totally own face compared to the others and I'm not aware?
Ok I think the issue I'm having with the ' Effect_PlanetMania_Activated.ogg ' triggering every 2 seconds is an ability on the advent gunship or starbase . Please get rid of that annoying sound! I know it's not the mass disorientation ability on the starbase unless you guys changed it and I can't get your files converted to text to find out.
I have no idea what that is but the rate at which they 'level' their raid strength depends on how many planets and cargo ships you own and how much bounty is on you.
Ok I've found one issue I have with this mod and I don't know exactly where the problem lies and since I can't get the files converted from bini to text I won't be able to find it either.. but anyway the issue I'm having is that one of the advent ships (has to either be a cap ship or disciple vessel) is triggering the ' Effect_PlanetMania_Activated.ogg ' with some normal attack or ability and it's amazingly annoying. I know it's not the level 6 ability that's actually sup
[quote who="NarHar" reply="113" id="2533348"]now if you says that the data is REPLACED by the converted one, then why when i go back to the file that was SUPPOSED to be converted not converted? it is staying as an .ENTITY file, and not converted to a .txt file.[/quote] The file stays an .entity file but the format is in text, try opening it with notepad and if the program worked it should be readable text instead of gibberish. :)
Well I decided to take out the extra character portraits since I don't even know who made them and I couldn't give credit to anyone for it.
Name - Sound Blast PoC - Dashotosho URL - Over here for download Info - Replaced all music files and some 'announcement' files. Link - Over there for forum post
Very nice work, great mod. I'm really enjoying the hardcore pirates mini mod but they are somewhat harsh on the second and third pirate attacks, no matter how prepared I thought I was I lost the planet anyway. The only way I can see ever fending them off period is being TEC and putting up a massive mine field right where they jump in every time and I still lose the planet from bombardment because it takes them all of 20 seconds to destroy a planet. XD Perhap
Yeah I ran the updater and selected the version 1.02 folder with the mod in it for the source and the 1.05 folder for the finished product and the updater worked just fine but once I try to load the updated mod in the game it locks up.
Nevermind I was just trying to work it a different way, I'll use the text converter and re-write hours of text. :(
I was under the impression that's what the tool was for, updating older versions of mods to work with the latest patch.
It's been almost a year but I've come back and re-posted my mod with a small update.
Thanks Harpo... it doesn't seem to be working for the edited version of sins plus that I have though. The game locks up every time I try to enable the mod. :( Part of the issue may very well be I don't know what I'm doing but.. I used your mod updater exe and updated the old edited mod I had.
[quote who="Aaron Moore" reply="1207" id="2530017"] It seems that this one is good and didn't create any errors. http://www.filefront.com/15525563/SinsPlusBailEntr2.05_forv.1.05.7z/ -Aaron [/quote] Aaron, what are the chances you happen to have these files in a
I tried doing that but for whatever reason when I did the orbit body swapped "on" and "off" of being a node every other second, oh well. =/ I suppose I'll just stick with the 3 min duration and wait the extra second of it going off then back on for my ships to decide "Oh it's not a node anymore let's go this way inst....nevermind!" On a side note am I the only one who thinks it's silly that the cap ship can generate a node on a star but the starbase can only gener
[quote who="Carbon016" reply="1" id="2132665"]EnterHyperspace?[/quote] But would that work for the target buff when the planet is a target and never moves, much less enters hyperspace?
Is there a finish condition type for "caster has left orbit body"? What I'm trying to do is make the stabilize phase space ability on the Marauder passive, but the problem I ran into was after the ship left the planet it was still a node until the end of time. So I added in a finish condition type of a time limit on the target buff but then every time the time limit is up there's a moment where it's not a node before it re-applies itself so it can throw off the AI into picking a
Thanks for the help I think I answered all my remaining questions other than why the heck it crashes every time I use cap ships instead of frigates.
Ah ok, I was thinking of something passive that would happen to anyone and not just enemies but that might work.. would the AI research it though?
Would it be possible to make a mod that added in random attacks? That was one thing I did like about Sword of the Stars that sins doesn't have, I remember one time me and my brother actually killed the stupid planet eater, that was the day.. What I was thinking is something like 20-40 level 10 cap ships suddenly show up at your planet from technically nowhere, about like Insurgency but obviously quite a bit more severe.
[quote who="EternalDragon" reply="3" id="2119541"]Hmm... I just noticed a small thing... some of the planet types... have extra logistical slots... like 2 extra that can't be filled up. What's the point of two extra slots if you can't build anymore stuff? most of the civilian structures cost 4 slots. I can't see how a terrain planet type can have 26 logistical slots where usually it gets maxed out at 24. I can understand if it has a moon... but why 26? why not 28?[/quote]Yeah I noticed the sa
While goofing around I stumbled upon something that may lead to giving the pirates star bases but I can't get it to work. I did make it where they could start with a star base constructor cruiser but I couldn't get them to use it at all. Perhaps someone else can get them to but here's how you add it in: [quote] planetItemType designName "Tech:Frigate:BaseConstructor" entityDefName "FrigateTechStarBaseConstructor"[/quote]