Orciencor

Orciencor

Joined Member # 3356063
0 Posts 68 Replies 100 Reputation

[quote who="Star Dragon" reply="1656" id="2464411"]Repeatable, recreatable bug: A minidump immediately occurs if the Halcyon casts Anima Tempest while Gunships are among its squadrons. This is consistently recreatable, and I've checked with different numbers of gunship squadrons. Anima Tempest works fine with all other squadron types. I also posted this on your bug tracker, but wanted to do so here in case that wasn't currently in use (speaking of which, I ge

8,423 Replies 15,672,970 Views

It'd be in the ability entity files. Look for the following lines: isAutoCastAvailable isAutoCastOnByDefault And just follow them up with TRUE or FALSE as desired. As for making the starbases use their abilities.. as far as I've ever noticed, those abilities are auto cast by default, but I dont' think the AIs are set up to research (and/or choose as an upgrade) them in the first place. So that particular case may fall into the same limitations that ke

8,423 Replies 15,672,970 Views

Whichever ones have the better tactitions on board. Honestly though, I don't think this is necissarily an answerable question. It's like asking which would win between relatively equivalent ships from Star Trek, Star Wars, Babylon 5, Battlestar, Firefly, Star Gate, FarScape, or any other story/series/game/etc. You generally just end up with people choosing whichever is their favorite and explaining why. The biggest problem with any comparison from different 'worlds'

4 Replies 18,278 Views

Could be a fun idea. But you know, you could probably create something relatively similiar to this with just a mod and custom galaxyforge map at present. Just pick a homeworld planet type (and any others you want to use), give'm far too many resources for a normal game, and make the income rates way way too high. Then go through and make the build times (and costs, with the choice of ignoring the whole income rate thing if desired instead) extremely low so that you can pump

53 Replies 164,181 Views

Don' know, makes sense to me. Advent keep harmony in worlds beyond the front lines by trapping their enemies (well, slowing them down and all), TEC think it's a defensive tactic to slow down enemies so they can bring in their forces, and maybe Vasari think of it as a more offensive tactic slowing enemies down elsewhere so they can jump passed them. 'Course, I'm just making up excuses for the fun of it. Not like it really matters THAT much. Just adds to varying build up

25 Replies 43,612 Views

I'm only really a tweaker over a full blown modder, but I tweak mods! And them not working properly, or not continuing to evolve because of hitting ceilings incites great sadness! So yes, please up the limits! (I'm also pretty sure Kitkun was joking. ..though I could be wrong.. who knows.. >.>) ..Blair's post so easily gets skimmed over with that single line. Heh. JUST noticed it after posting (thus this little edit). Glad to hear

78 Replies 46,427 Views

The above post is more or less right about what you'd want to change for adjusting firing rates and shots fired, though it's missing one other line that should be bolded for that too. Honestly, with the above example, the burstDelay is pretty much pointless. With burstCount at 1, there's no actual burst, it's a single shot. (Think like the "three round burst" on machine guns. burstCount is the number of shots fired, while burstDelay is the delay between the shots.

3 Replies 3,643 Views

Yeah. Sadly, with the derelicts, until the issue of the AI inability to fire at the derelicts when they're fully disabled (and unable to leave the gravity well because they're TRYING to fire at them) is found and fixed, you kinda just have to deal with'm being target practice. Unfortunately that may actually require some new hard coded condition type to happen. No idea what's up with the Paradise planets, I haven't noticed the normal one being moon sized at all. But,

8,423 Replies 15,672,970 Views

Actually, this probably wouldn't be that big of a challenge. Stars each have their own skyboxes that fade as you zoom away from them. I don't know if you could do anything about the zoom-fade, but technically speaking, for flying around inside it, you would just need to create that skybox and attach it to a star, either as an optional skybox, or create a star specifically for it. I'd probably suggest the latter so that when you do zoom out far enough to see a galactic view,

21 Replies 16,962 Views

Pre-checks are entirely possible. It'd work just like any other prerequisite for later research. Heck, you can even have multiple pre-reqs to gain something, though it may not necissarily display them properly beyond the first. I've made ships that require both lvl 5 capital ship count, and level 3 total ship count (...I forget the actual names for these...), and it worked fine, but only the first one on the list was shown as unlocking the specific ship. And obviously those

5,473 Replies 14,200,719 Views

The Unity Cleanses all! Mwahahah! >.> ::hides behind Cleansing Brilliance beams?:: Although, really, I'm just a beam lover. Wouldn't have mattered which race had more pretty beam weaponry, I would have ended up playing them primarily. ...Although the Radiance is a really pretty ship too.... ::flee!::

8,423 Replies 15,672,970 Views

How the graveyards work is basically just your standard militia spawn (well, with "dead" ships specified for the spawn instead), and then all the ships in the system have their weapons and engines disabled. That should work fine as is, but for some reason the AI seems to be affected by the weapon disabling as well, which is where their acting loopy comes from. They try to fire on the 'hostile militia' ships, and are constantly stopped, and because there's still hostiles in the sys

8,423 Replies 15,672,970 Views

Sadly, I will say I'm not entirely sure of this, but from what I've noticed of tangent maps, they're sort of like a texture (for lack of better comparison) that defines HOW the model reflects things, should it be reflective at all. So if you load up sins, and create a ship you know is pretty reflective, and just look at how those reflections look in the game as you move the camera around the ship, then go and alter the ship's tangent map, when you load it up again, things will look diff

6 Replies 8,981 Views

The shields should still be working just fine, even with the mesh being smaller. But you can resize it the same way you resized your ship, they're just meshes like any other object. But they are a *seperate* mesh from the ship.

9 Replies 43,288 Views

Yeah, doing it by hand in the text file is gonna be a pain, but certainly a doable fashion if the coordinates aren't a problem for you to work with. Sadly would be for me, but if you can do it, cool beans! If you've managed to convert the .mesh to something you can import into XSI, then it'll honestly probably be easier to play with them there. (I've done that through 3D Object Convert -> Blender -> XSI, program wise. But doing it that way always lost the UV maps, wh

11 Replies 11,126 Views

I believe the forgetools comes with documentation that'll help with that. Unfortunately, to modify the meshes from the game, you have to convert them into something else that you can import into XSI for editing, or get a program that can import/edit in the mesh files. Either way, you'll need something OTHER then XSI for it, sadly. (And the convert tool in forgetools sadly is only from .xsi to .mesh, not back.) That can be tricky to find a good way to do it. &nb

11 Replies 11,126 Views

[quote who="Kitkun" reply="19" id="2368815"] It doesn't render it if you don't view it. [/quote] Not *entirely* sure of that myself.. I've watched a number of explosions going off in a system I'm not currently viewing (nothing in that system revealing it, and messing with stuff in an entirely different system). I just happen to have the camera pointed that way. Although I suppose you could pretty easily argue that that IS viewing it. It's also only the expl

59 Replies 262,979 Views

[quote who="Ryat" reply="984" id="2368180"] unfortunately no we have not been able to stop the AI from going nuts in the graveyards. It maybe a hard-code problem in that the AI just sees them as militia and not as derelicts so they get confused.[/quote] Well, at least you've noticed it! Pitty on not having found another way to fix it though. I think they do see them as another militia.. it is kinda of what they actually are. But I also think the buffs j

8,423 Replies 15,672,970 Views

[quote]What AttackType options are there? What does using the WeaponClassType = "AUTOCANNON" mean?[/quote] I suppose this might end up being a little on the simplistic side for a responce, and anyone please correct me if I get something wrong.. But for the most part, the WeaponClassTypes are used primarily just to determine what upgrades can effect which weapon types. IE: A laser upgrade isn't going to upgrade a gauss cannon, or missile, etc. In anycase, you s

4 Replies 42,394 Views

Haven't played with the update yet, but noticed the graveyards were finally in. Yay, derelicts! I've had lots of fun with those in the past in other mods. But I'm curious if you've had the same problem that used to exist with them. That being that the AI fleets will get stuck in the graveyards trying to shoot at ships that they're not capable of shooting. I believe it happens because of the fire-control buffs (the movement ones didn't seem to be a problem that I

8,423 Replies 15,672,970 Views

[quote who="Thoumsin" reply="10" id="2367822"] Quoting Blair Fraser, reply 6enum {MaxWeaponPointCount = 20}; Per ship. If you exceed it the excess data is thrown out. Is it 20 by weapons type ( total 60 ) or 20 for all weapons types combined ??? Seem that the model that i have now almost finish will never be in sins... 60 weapons point : 10 weapons type1, 20 weapons type2, 30 weapons type3 ( these, i can change because it is a "texture" weapons

59 Replies 262,979 Views