OK So. Question for the crowd: I have an original retail copy of Sins on my shelf, as well as all the DLC that was released for original Sins throughout the ages (Entrenchment, diplomacy, etc.) purchased electronically. When Rebellion came out, as a standalone expansion that included all the previous stuff, I stopped playing original Sins and its expansions. I am now trying to get an older mod working in my Sins Rebellion but it keeps erroring out. Did some research and the model file I used
High_Guard
Small question, has anyone ever put together a "symmetrical" Dunov BCR? I found a symmetrical Kol BB in the Sins of the Fallen mod, was curious if anyone'd ever modeled a Dunov like that.
E4X is my absolute favorite mod. It adds that element of 4X that seems missing when you've played the heck out of "stock" Sins Rebellion for so long. THe hero units are the best, along with the orbital artifacts to complement the planetary ones.
[quote who="ZombiesRus5" reply="2718" id="3747565"] It is not possible via the build menus. You can have many more than nine but they would need to be created via abilities. [/quote] That figures wit what I have seen, thanks. Hopefully maybe the devs can might just fix that limitation one day?
Banned for using the letter E in a post!
All I've seen that function do is make them do strafing runs.
Banned for banning banners.
Figure with the Nitrous engine they used to make Star Control, an engine DESIGNED for modern and massive RTSes, the barebones are already in place. It's just a matter of adapting the SINS universe's gameplay and mechanics to what the engine is capable of. I'd love to see selective planetary bombardment and surface to orbit weapons on planets, like in Imperium Galactica 2. Some screenshots of what I mean. <a href="https://steamuserimages-a.akamaihd.ne
Haven't seen it anywhere but is there a way to increase the number of ships available to build? Meaning, there are 9 slots open for capital ships, frigates and cruisers respectively. If I wanted to have ten or more, is that possible?
Maybe SINS 2 will fix this :P
Hmm. Strange... when I searched the Ability file for the word "starbase" it came up blank. Like I said, I literally copy-pasted the files and added the _2 to the end. Still, that gives me a direction to run with this, thank you! Will advise when I get back and tinker with it.
You assume correctly on both counts. filename_2.entity and updated the file count in the manifest file. What I'm trying to do is build a cut-down, combat-oriented "starbase lite" for the TEC, much like there's an outpost and starbase for each faction in Armada 3. I took the stock ability and buff files that seem to pertain to deploying starbases, but also I couldn't see any references in them to actually build the TEC starbase in particular, in that it specifies the StarBaseT
I made a new ability by copy-pasting an existing ability, making some changes, and adding a _2 to the end of the filename.entity. Added said new ability to a ship, updated the entity manifest to include my ability file, and started a new game, built the ship I gave the ability to.... but no ability was available for my ship. I'm confused! What did I miss? I can provide files for the asking. I've done this before and it's worked...
Just saw your reply here. Message sent.
Bump. An update. I got it to work (somehow... but couldn't get the model to show ingame) but when I tried again, I noticed convertXSI indicated the radius was -1.00 in size... I think this is my problem, but darned if I can figure out where and how it's doing that.
[quote who="ZombiesRus5" reply="3" id="3699776"] Un-select everything and then export to XSI. [/quote] Tried that. No file appears in my destination directory. One thing I DID notice was that my XSI file seems to be okay, it's when I try to use convertxsi to turn it into a mesh. It's like the exe isn't grabbing the actual model file, only the points! And yet, if I load the XSI file into, say 3D object Converter just to look at, lo and behold, there's my ship model!</
Hmm... thought I had everything selected; I KNOW when I went back and tried again a couple times, tried a few different things, each time it output only a 3kb file. Is there a specific place you have to select everything prior to exporting to XSI? I tried at the root of everything in my softimage explorer, and it didn't help.
So in short, I've got a ship file in OBJ format I've been working with, and I am quite confident I am doing the essentials correctly, but when I run through convertXSI from a DOS prompt, my input XSI file is 1.9MB in size, and my 3D object viewer can render it, while my output mesh file 3kb and cannot be viewed. Question mark?! What's going on here? I'm confused!
Just tripped over this too, and I'm impressed! Looking forward to glassing some planets as Protoss!
Are you using a mod? Are there phase lane connections to all the planets? As in, can you get from anywhere to anywhere, eventually? I did that once, where I made a star system adn didn't set any connections to a couple planets... didn't realize that you need those to get to them :P
Banned for playing the banning game :P
It's not that, it was the first thing I looked for. And it's not otherwise invulnerable in any way. But it's not limited to Vasari structures either.
I have a similar issue - I'm trying to ADD planet types. I've updated the GSD file, ensured the same file is in the main GameInfo folder as well as the Galaxy Forge folder, copied the entity file over, amended the entity manifest and increased the count accordingly, copied over the textures, but no joy. Game minidumps. This is frustrating as I've tried this before to no avail, and I'd really like to figure out what I'm missing or doing wrong. It would be a major coup for me to add a couple pl
"Alliance" mod? Are you referring to the Alliance addon to Distant Stars? If so, check out http://www.ricksgalaxy.com/DistantStars.html.
I've got a weird one. Sometimes, not always, I'll be attacking an enemy platform and aside from an initial barrage against it, my ships completely stop firing on it. But said platform will continue to blast back, damaging my ships as the sit there inactive, and it keeps plugging away. The only attacks that work are ones that bypass shields. And that's a really time consuming way of eliminating a structure, particularly as the TEC don't have much that can do that.