High_Guard

High_Guard

Joined Member # 3123272
17 Posts 153 Replies 1,311 Reputation

Hey Zero, have you checked out Distant Stars mod? It has carrier-based electronic warfare fighters that can interfere with ships' functionality, and gunships that are powerful in their own right. As for new ships, I doubt we'll see anything "new" until Sins 2 comes out, whenever that is, as it hasn't even been announced yet. Still, I've personally managed to replace a few stock ships with custom models here and there from other mods, for my own enjoyment.

4 Replies 34,895 Views

That looks like an ability you've posted. Are you trying to alter the ship's ability, or the ship itself?

2 Replies 10,090 Views

Here's a good one for the community. I have successfully(mostly!) combined the Enhanced 4X mod and its content with Bailknight's graphics mod. Makes everything look amazing now, and firefights are a real treat to watch. With one hiccup. Ships venting air, instead of displaying smoke or whatever, vent giant spinning white squares. Explosions look the same, as well as nuclear impacts from planet bombardment. Also, Vasari plasma wave weapons (and ONLY the wav

0 Replies 9,410 Views

Hey guys, anyone out here know how to reach the guy(s) behind the Sins of a Blue Planet mod? I've messaged them on their facebook group as well as on hard-light.net's forums, but have yet to get a reply. I'm getting pretty handy at swapping things around and modding game files (but still am defeated by modeling - but we'll ignore that for now) and am wanting to see if I can help out. Failing that, if the mod's dead, anyone have any leftover data I can borrow, to try and move it forwar

0 Replies 10,316 Views

64-bit ready (with the Oxide engine!) and planetary defenses that you can attack from orbit with your fleet, maybe even abstract marine assault landings, whereas a force of transports have a given attack rating, and the planet being sieged has a given defense rating. You don't directly interact with it yourself, the game itself would calculate based on offensive/defensive rating of the attackers and defenders, and weigh such aspects as research options to improve offensive/defensive capabilit

303 Replies 2,332,275 Views

:EDITED: Hi guys, hopefully someone can help me out here. Working on a little minimod for myself that replaces the hangar platforms with something a bit bigger and beefier, and with some more teeth. Sorta like a midrange between the standard orbital gun platforms and a full starbase/battlestation. (From a lore standpoint, it makes sense to me that the TEC would have mobilized existing orbital structures to defend their worlds, just as they retooled their commercial fleet

0 Replies 9,229 Views

What about modifying what shows up in the Group Editor? I tried to put in a screenshot of what I mean but forum didn't post it.

1,189 Replies 3,577,150 Views

An update: I thought I had it licked... but now I can only CONSISTENTLY place orbital objects if I assign them to a player. They won't spawn if they are part of the militia, ie, if I sent the owner to PlanetOwner or NoOwner, with IF condition set to ALWAYS. Artifacts are fine, ditto for planetar bonuses/buffs. Just not space objects. Anyone have any thoughts? I've been bashing my head against a brick wall for the last hour.

1,189 Replies 3,577,150 Views

Hmm. After some experimenting with where Harpo pointed me, I believe I have it figured out. Still haven't figured out how to set an Occupied Planet's militia at a planet at random though...

1,189 Replies 3,577,150 Views

Something I've stumbled across over and over in my mapmakings - how do I force a given object, bonus, or artifact to be linked to a given planet? I can create ships in what I believe to be a given gravity well, but unless I make a player an owner, they won't appear. And if I do, they appear at the sun... Heh. I've played a game as the TEC but with a Halcyon carrier to start that way, but I want to place neutral ships in a specific gravity well and I can't seem to figure that o

1,189 Replies 3,577,150 Views

A question for the crowd - I've got Rebellion with both DLCs, and Maelstrom crashes five minutes into the game, without fail. It's not a map issue, does it no matter what map I've got up. It's not a visual thing, I've tried it lowering all the graphics settings to minimal, still does it. I'm wondering if Maelstrom is compatible with Stellar Phenomena, or if there is something else that might be making it crap out. I've tried it on two gaming rigs I have, sa

9 Replies 11,008 Views

I think I've got it - in the case of Maelstrom (so far anyway) it might actually be the DLC... and from what I can see there's no way to disable DLC for Rebellion; and stardock has no intention of adding that kind of functionality in to the game :( Unless someone has another idea...?

6 Replies 10,463 Views

How are you launching the game? Via the Steam game manager? Heh, I almost want to say it's because you have Windows 8.1... had nothing but problems with Windows 8... but beyond that I don't know.

3 Replies 15,021 Views

I'll repost as I'm stumped. Trying to create a mod that imports various planet types just for my own entertainment - I've started small, with only one planet; I've created the mod directory as per normal, copied over all relevant entity, mesh & texture files, updated the GalaxyScenarioDef, English.str & entity.manifest (copied the one from stock SINS and just added them in) & also updated the count all around. I can get the planet to show up in Galaxyforge,

2,761 Replies 7,618,516 Views

So to start, I need to edit the GSD with orbitBody and PlanetType, and add said planet to the entity manifest. What about innate buffs? IE, urban planets from Distant Stars having the Trade Center economy boost, or the mining/refining boost from the Maelstrom mod's mining world? I've seen buff entities, and have copied them as well, but after three hours of fighting with this (including starting over from scratch, twice) I'm as close to getting this working as I was two we

11 Replies 29,387 Views

Oh. Uh.... no? I thought I did, but didn't. Only saw the two planets I tried to add as planettypes, not orbitBodyTypes. Let me play with this now...

11 Replies 29,387 Views

That makes sense. So assuming that the manifest file and the GalaxyScenarioDef files have been updated accordingly with a couple new planet types, relevant meshes, textures & entity files copied, why would a new planet type not show up in game but appear in galaxyforge? Thoughts?

7 Replies 8,857 Views