I've followed and played this MOD since 2008 or so when it first came out. This is the only computer game I play and I love it!!! I can't adequately express how much I enjoy playing a good real time strategy game that uses Star Trek ships! The balancing, the tech trees..... it's all great. I've wasted countless hours playing your MOD (to my enjoyment) and I'm here to say thanks for all the hard work!
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Geez, what are you going to do, tell on him? If the Dev's don't like it then it's their forum and they'll pull the post. Thanks Tollen! I'm as curious as everyone else is!
I have followed this mods progress since september of 08. back when it was just regular old sins, no "dynamic movement". Followed it before there were any structures added or abilities (besides the standard sins stuff). Now it's December of 09. The state of the mod has advanced extremely well from its original state. The fighter attack movment is truly second to none when compared to other mods. The ships simply behave like they should, more or less. T
I guess it'll be going back to Condition Alert Blue then..... Oh well, theres allways next weekend!
I know you said you updated the Enitity.manifest file but did you update the count within the PlayerTech.entity file? For example: entities planetModuleInfo Page:0 &n
Awesome, you guys rock!
Well if you want a real challenge try this: Go into your gameplay.constants entity file in the Gameinfo folder. Scroll down untill you see the AI values for Buildship, BuildModuletactical, BuildModuleresearch etc.... Change the BuildShip value to like 20 and reduce the other values a bit to compensate for the increase. If you want them to not worry at all about defence then set BuildModuleTactical to zero, the AI will dump most of it's efforts into construcitng nothi
I had to go back and look, but it appears the Psi anit-module ship is the only one to use this.
The anit-module ships have this set for "tiltfoward" or something like that and at a 30 degree firing angle. If you watch a anti-module ship stop and fire on a structure you can se it tilt a little bit foward. I've never tinkered around with this before so I don't know what else you could do with it. So in the end I guess I'm not much help!
Yeah your right. I'm pretty close to the way I want it. Thanks for the encouragement!
Well good Luck chasing your White Whale Captain Ahab. Those of us who were excited about the mod you were making for yourself and just happend to be sharing with the rest of us are moving on. Thanks for the work you did graciously share with the community and the time spent, it was fun! Good luck on your next mod it sounds great.
Yeah its most likely your entity manifest file. One thing that gets me when I'm messing around in there is when I paste into the entity manifest is I forget to add the .entity to the end of the string. Also dont forget to add to the entity count at the top of the page. Hope that helps!
I am working on making ships from various mods work correctly with the Entrenchment fighter movement turned on. One such mod is the SOA2. I am using Manshooters dynamic mod to some sucess. I realize that attack type ie, composite, capital, light, antiheavy... and so forth have an effect on the way ships act in combat. Also that ship roles will influence the AI in the way it attacks. One area I haven't figured out yet is the Front, Back, Left, Right weapons bank c
If your trying to research all of the upgrades and can't because of the 8 upgrade limit (I think it's 8) on star bases, here is the line you need to edit to allow more or all the upgrades to be researched: (StarBaseTech.entity file) statCountType "StarBase" maxUpgradeLevelCount 16 UpgradeTypeCount 8 As you can see I have my maxupgradelevelcount doubled to 16, hope this was what you were asking and it helps!.
Hey, Are you modding for entrenchment or regular sins? If it's for Entrenchment you will have to add the new entity name to the "entity manifest" file that is in the same folder as the gameinfo folder. Hope that helps!
Ok and the last post, My experience with making the ships behave properly with the new movement was to cut the orginals mass a lot and stick with something close to the sins movement speeds. the engine doesn't respond well with heavy ships and if you lighten them too much, well they just fly away forever.....
Oh and update the dang enity manifest files for your entrenchment folder! Everything has to be the same as your gameinfo folder.
Well it wouldn't be right for me to up load my "home project" of someone elses work. I feel that if I did such a thing it would be sort of tacky. It is easy to convert using the release of the B and C versions of the SoA teams mod. You basically just need a crap load of time and cut and paste skills. You need the B versions for its mesh, textures, sounds, etc.. and the C version for its updated ship info. Just take the base C files and a new entrenchment file and
I just have to say that I'm REALLY looking foward to the next release! I haven't played since march and when I did it was with the SOA2 mod, I like it much better than the regular sins. The new fighter movement just works better with the larger trek ships and weapons anyway (did my own conversion to entrenchment). I'm patiently waiting for the next mod release and some kick ass Star Trek battles again!
I'm hiding in your closet, peeking through the crack between particle board doors and secreting in your shoes.
Thanks for the suggestions guys! I thought I swapped everything out and played around with the minzoom value but I may have and probably did miss something.
Well you can apparently make your frigates and cap ships behave like fighters and fly around battling each other but in the end they are still just meshes thrown into a fighter entity file, oh well. Anyway my question is when I slap a frigate mesh into the entity file and turn that fighter into a bigger frigate, the zooming controls don't work right. What I mean is you can't see the ship untill you zoom really close to it and then "poof" there it is. Does anyone know how to
You guys are right. I apologize for bringing a fight to your room. It was rude of me. From now on I am just a spectator and will keep my "suggestions" to myself. The argument is ridiculous as my suggestion to change an already fantastic MOD. v/r the now silent fan.
As an afterthought I realized that maybe tenhunter didn't completely read my last post where I said [quote]Well I was able to do what I suggested in my previous post a few replies up on this page[/quote]. Maybe he didn't scroll up and read my first post? So to end any confusion I'll just quote a few lines: [quote]Hey I've got a suggestion for the MOD[/quote] [quote](I won't spread it and respect the authors rights)[/quote] [quote]Ok so in cl
Hey tenhunter, if you had actually bothered to read the part where I said it was only a suggestion and that I also said " I wont spread it and respect the authors rights" I guess you wouldn't be pointing out my actions as "tacky and insulting". I think your quick to judge attitude is "tacky and insulting". I must ask if you have ever offered any suggestions to the MOD creators? Thats who my comments where directed to, not you, your name doesn't appear in the credits. I