Lavarider

Lavarider

Joined Member # 3309079
12 Posts 24 Replies 324 Reputation

Hey guys, quick question for anyone who might have an answer. One of the species in the mod I am making has a large titan-class ship called the Mothership that the gameplay of the entire faction revolves around. One of the most important central tenants of the vessel is that while alive, it provides a passive buff to combat performance to all vessels belonging to the faction in the galaxy, but if it is killed, it induces a

0 Replies 3,215 Views

Hey guys, quick question for anyone who might have an answer. One of the species in the mod I am making has a large titan-class ship called the Mothership that the gameplay of the entire faction revolves around. One of the most important central tenants of the vessel is that while alive, it provides a passive buff to combat performance to all vessels belonging to the faction in the galaxy, but if it is killed, it induces a MASSIVE debuff for all ships of the faction that still liv

2 Replies 18,321 Views

I'm aware of that image. The pic I uploaded for my Avatar was supposed to have a black background... Apparently transparency appears white on the Sins forums. I've just been too lazy to change it.

4 Replies 25,919 Views

The Max plugin doesn't support more than one material right now. You can overcome this issue if you use the Sins Data Converter tool to convert the .mesh to txt format, open it up and change numMaterials to one, and then delete the extra material entries from the file. You should then be able to convert the file back to bin and import it into 3ds Max.

4 Replies 25,919 Views

Hey guys, I'm in the midst of creating several new factions for a mod that I'm making. I wanted to make one of them have a bit of a unique culture mechanic. Rather than project culture that competes with enemy culture, with the strongest prevailing and pushing back the other, the idea was to make a faction whose culture projection is actually very weak, and therefore incapable of pushing back the stronger culture of every other race, but that had a ridiculously high cultur

2 Replies 4,541 Views

Hey guys, I was wondering if an ability that I am trying to make for my custom race's battleship is even possible. Its level 6 ability, "Mind Crush" is supposed to psychically destroy the minds of the crew on enemy ships in a small radius, causing them to go completely berserk and become neutral pirates that roam the gravity well, attacking everything that gets near them (or at least, if I cant change their faction orientation, make them go crazy and attack everything around them).&

2,761 Replies 7,619,099 Views

All right! It works perfectly. Apparently constraint "NotSelf" will apply to the affected party of a buff rather than the caster if it is used in the InstantAction area of the half of the ability that oversees the effect on the target. Thanks for the help!

5 Replies 5,131 Views

Hey guys-I am trying to make a new ability for my faction's Titan. Maybe it's just late and I'm missing something obvious, but I can't figure this out. I am trying to make an ability where the Titan fires a powerful bolt of energy at a primary target, causing massive damage to the primary, then causing a secondary AOE surge that deals lesser damage (current design is exactly half) to all enemies within a radius of the target. My issue here is that for some re

5 Replies 5,131 Views

"No nodes added to GameMesh processor " Mesh will not export. Materials applied, bones added to skin modifier and applied to mesh. What's wrong? Edit: Oh, right. Should probably mention, I'm using 3ds max 2010. Edit 2: Ok, It stopped with that error, but now I get an "unknown property count in undefined" and it does not export.

202 Replies 382,963 Views

[quote who="Lavo_2" reply="9" id="3188340"] What exactly do you mean by this? Edit: You can set up the ability to have a chance of spawning either X or Y frigate, which have different stats, if that answers your question. [/quote] Yeah, that's what I want. I want the ability to spawn a random frigate out of the faction's selection of ships every time it is called.

10 Replies 7,471 Views

@Lavo_2 Oh, i always knew how to do this. The question was not how to make a frigate with the same stats as a capship, but rather how to have an ability make them RANDOMLY.

10 Replies 7,471 Views

SilentHawk, I like your idea on the Vasari superweapon converted into a phase lane generator. I think I'll try that. If it ends up breaking phase space, I may make it so my resource extractors or something act as stabilizers so that my planets "automatically" become modes, although I did want to be able to move to allied G-Wells as well... GoaFan77, when I say capital ship, what I mean is that the ability summons a vessel with the same model, HP, weapons, damage, shi

10 Replies 7,471 Views

Hey guys! I am working on a new race mod for Rebellion, and have a lot of questions-expect to see me here several times over the next few weeks! First and foremost on my list, I want to know if there is a way to make a race so that their phase engines (upon upgrade if at all possible) completely disregard phase lanes and jump anywhere they are ordered to? Preferably, they would only be able to jump to revealed or at least allied territory, as the ability to jump to any enemy

10 Replies 7,471 Views

Thanks, Ill try your tool. I am actually perfectly aware of which file caused the error-the problem is that it seems to dump on EVERYTHING, where it used to be somewhat tolerant of mistakes...

6 Replies 6,542 Views

Hey, having a bit of a problem here. Im am working on a mod and I got a minidump. So I thought "okay, what did I do this time" and turned on log output and show errors in my user.settings file...But it won't DO anything!! I know that it used to freeze and give me an error window explaining what I messed up, but now it just minidumps and crashes, no errors, no pause, nothing... Does anyone know how to fix this? I need the error system to troubleshoot this mod!

6 Replies 6,542 Views

Hmm...alright then-damn, I was hoping to go for something unique here. Guess Ill just have to figure something else out. Thanks for the help.

6 Replies 5,477 Views

Yeah, see that's the problem. In response to SemazRalan, yes, I designed the idea so that if you had 4 combat mode labs and a level 4 combat tech researched, then decided you really needed another civilian lab and converted, you WOULD lose the use of the level 4 tech until you had 4 military labs again. @ Gruntmaster, I dont want you to do it all at once, I'd like it to be like the Advent trading center, you have to tell the labs which one you want to be which. What do you m

6 Replies 5,477 Views

So I was working on a new faction I am making earlier, and came up with an idea that I thought would be pretty cool for them. I had the idea of making them have a single kind of orbital laboratory that could (via ability) convert from a combat lab to a civilian lab, and vice versa. Only one functionality could be active at any one time, and there would be a minor cooldown on the ability. Does anyone have an idea on how I could do this, or even if it is possible? I had

6 Replies 5,477 Views

Hmm, alright, Ill give that a try. "Pulsar or Temporal" is just the two types of mines. I didnt bother to explain them because I have no trouble in figuring out how to make them work. Pulsar mines are the ones that fire the heavy laser cannon upon activation, temporal mines fire a time flux around them that freezes affected enemies in a temporal distortion field. Ok, well, lets say the sequence above works for making the mine shoot and detonate. All I nee

4 Replies 4,222 Views

Hey all, I have a little question for you. I am trying to create a new kind of mine for my race, and I'm a little stuck... Basically, its a heavy, frigate-sized mine that pops out of phase when an enemy is detected within its range, fires a quick pulse from a heavy laser cannon, and then explodes. In more depth, I would like it to do these things; 1) Be built from the frigate factory as a mobile, phase-capable frigate-esque ship (unarmed). 2) Be c

4 Replies 4,222 Views

Next Question: Is it possible to make an ability that is the opposite of the Akkan battlecruiser's Armistice, where rather than making everything in the area peaceful, it drives enemies in the targeted area mad and has them start attacking each other for a few seconds? I would like to have the ability make the units either neutral or uncontrollable for the duration so that they bomb the living hell out of each other for a bit, but if thats not possible, its ok.

17 Replies 21,120 Views

I know its not possible to limit an ability to a flagship-it was a bit of a Freudian slip there; I'm accustomed to calling my carrier my flagship, since its my favorite cap [e digicons]:grin:[/e] . The problem with the new adept drone anima for the Halcyon is that its new form is an Entrenchment 1.04 update, and due to certain factors, my friends and I only use 1.01. I did impulse the 1.04 patch to see what changes were made, but it appears that the Halcyon's "PsiCommand" ability

17 Replies 21,120 Views

Ok, I have 2 new conundrums for anyone who wants to answer. I want to make 2 abilities: One for a capital ship; namely my flagship carrier, that allows me to construct one more squadron for each level up of the ability (granting me one more command point would be easiest). Second, I would like to know if it is possible to make a phase gate that only lets certain kinds of ship through; I.E. only frigates can warp, nothing else.

17 Replies 21,120 Views

Oh! Fantastic-that's perfect...just what I needed! thanks all! And Whiskey144, that works just fine.

17 Replies 21,120 Views