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.
High_Guard
That looks like an ability you've posted. Are you trying to alter the ship's ability, or the ship itself?
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
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
Tried that. Didn't help. Am stuck... and would like to give it a whirl. Ditto when running with the dev exe; it reports issues with several different entity files, things like missing lines or syntax or something... and then Runtime Error! Could it be that the mod is trying to make the game do something it's not set up to do?
[quote who="Kreyson" reply="4928" id="3696058"] Do you have all DLCs turned off? [/quote] No, as it crashes before I can even get to the main screen.
VERY NICE. Found and downloaded what I believe is the latest version, but I get an error when I launch the mod - the SINS Rebellion EXE is trying to get the Microsoft Visual C++ runtime library to terminate in an unusual way. I've never seen THAT before when running mods... they either work, or the game minidumps... any thoughts?
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
: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
Sign me up, I'm in for Sins 2. Would love to know what the Vasari are running from. Course, I be so would everyone else.
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.
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.
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...
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
I figured it out, I was actually using an older version of the mod that was causing problems.
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
Makes sense. Still seems odd that it doesn't work; as long as I have a workaround, I'm happy!
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...?
OOOH, I am gonna want to mess with this!
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.
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,
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
I did update the counts, yes. In my other thread I posted, I learned I didn't add the planets as orbitBodyTypes either. Got my work cut out for me!
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...
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?