If you really wanna make it harder you could add in some Skirantra's, Progenitor's and some support frigates. The two caps for their AE repair and the support frigates for buffs/debuffs. But then again they won't always pick the repairing abilities probably and the support frigates wouldn't have any researched abilities either. If you're trying to stick more to the theme the vasari and advent units won't look anything like pirates but well the way I figure it pirates would
Dashotosho
Well! I've been told.
Yeah ok an hour later and I'm still stumped, sorry but I don't have an anwer for you, tried everything I could think of.
Yeah but even after adding that in for the pirate player I still can't get them to start with a starbase. That file shouldn't matter at all actually since I can get them to start with any of the Advent or Vasari capships when they aren't in the pirate player file.
Well I've tried everything I can think of and nothing seems to work, I can't even give them a starbase constructor cruiser either. :(
I don't know off hand and I'm not having any luck toying with it so far, I'll give you an update in a bit.
Station.. like starbase?
Edit: I found it in the string file, search for "IDS_CAPITALSHIPNAME_TECH00" and there's the list for the TEC names. This is assuming you have a "text" version of the string file, that's another thing I'm not too clear on how people make.
Lines for all caps are as follows: Tech:CapitalShip:BattleShip - Kol Tech:CapitalShip:Colony - Akkan Tech:CapitalShip:Support - Dunnov Tech:CapitalShip:Siege - Marza Tech:CapitalShip:Carrier - Sova Phase:CapitalShip:BattleShip - Kortul Phase:CapitalShip:Scout - Antorak Phase:CapitalShip:Colony - Jarrasul</
"Tech:CapitalShip:BattleShip" is what you need. (B and S both capped in "BattleShip") Looks like that was all you're missing. "Carrier" and "Support" also work, haven't tried colony or siege yet but I'm sure they work too.
Weird I never noticed the shield mitigation thing before.
Just now I tried the galaxy mod (the standalone sins plus conversion) and all of my sins plus planets are "String not found." ...oops? I was able to solve this problem by dragging the string file from the SGGalaxy mod and replacing this one.. I haven't played more than like 2 mins into the game with it yet so I'm hoping it won't cause any problems. o.O
[quote]I don't understand why people comment on issues they don't understand. The OP was pointing out that people that use the mod and update it have not fixed a common issue. He cannot just "fix it himself" and then magically redistribute it in place of the versions other people have distributed.[/quote] He shoots, he scores! [e digicons]:karma:[/e] Glad someone understands.
This typo is in every single version of the mod I've seen so far and I hate to complain but it's a pain to go fix every update, the problem is in the file for the industrial planet. File: PlanetIndustrial.entity [quote] totalMaxResourceAsteroids 3 metalResourceAsteroidSetup mincount 3 maxcount 1[/quote] I hope the problem is clear, please stop
Ah ok.. I've also never used this mod without bailknights active as well so I figured maybe that had something to do with it.
So I'm playing this mod (SGGalaxy) and I notice something very strange... every time any of my units are in combat (with any race) the shield mitigation on my units goes up and up and up the longer I'm in combat.. up to a certain point usually between 65% and 85% and I'm wondering...... was this intended? Seems quite a bit overpowered for some races, perhaps it's just a change in entrenchment v1.02? I did edit some of the abilities and planets after downloading the mod, but noth
Just a question... I've played with this mod a lot and I NEVER see the type of explosion at 0:48 in the first video(the one with the waves, not full rings) and was wondering if possibly it won't show on 'highest' settings or something? I always play on highest and like I said never see that type of explosion so I was just wondering.
Alrighty well, from looking at the file I can't really tell what I'm supposed to change to do that. In all honesty I more or less didn't 'mod' anything, I just replaced files with other files and renamed them. :p
[quote who="darkrememberence" reply="5" id="2107905"]I love this mod. The only thing I'd want to see done to it (aside from voice changing - which is honestly grating) is for even more songs to be added to it (and none removed)[/quote] I hadn't thought of that, would it work though? If you just add more files in (say after "Battle 15" just go up in numbers) will the game use them? If that's the case I got more I can add in. [e digicons]:grin:[/e]
I was considering doing a complete workover of all the voice themes for Advent and Vasari as well since most of them are extremely annoying to me and I'm wondering how many other people would be interested in using such a mod if I were to do so? I would use sound files from other RTS games mostly but some sounds would be seemingly randomly thrown in there. Either way any sort of feedback would be appreciated. Anyone else get annoyed with the advent and vasari voice theme
You know that's a good question. It was made for entrenchment but I haven't tested it with vanilla. I don't see any reason it wouldn't work with vanilla though.
So I don't know about anyone else but I ended up getting bored of some of the music in sins (even though some of it is very cool!) and got tired of running winamp at the same time as Sins so I decided to goof off with replacing some of the music and ended up making a mod out of it. I've thoroughly tested the mod and have found no problems with it what so ever except for trying to play the files outside of the game, all files play just fine in game on both my computer and my brothers.<
I would also love to see this implemented, me and my brother play together a lot and we always spend a while restarting over and over until we're in the same star system.
So I take it that it doesn't work with entrenchment then? I tried loading it in and the game froze up and never recovered.
Ok after further study I noticed that there are 109 objects in the "window" folder of the previous version and there are 99 objects in the "new folder" and 10 in the "window" folder, so my assumption is that the two folders were supposed to be one and I have put all 109 objects into the window folder.. but just a heads up because some people may not figure this one out on their own. [e digicons]:snowman:[/e]