Hmmmm Ok thanks for that Info. Now i hear that seekers are actually good for combat i never use them i thought they were worthless to what extent are they good in combat and should you start out building them or start out with disciples?
droideka95
So what would be a good starting fleet? I always use 2 Halcyons but lately this hasnt worked as the Halcyons lack the firepower to do anything serious and even the supporting frigates don't do much.
I have a question as an Ex-TEC Player and now an advent player. Do gardas pose a major threat to your bombers or are you still good on your bomber spam? Also is there any good counter against the Missile Barage ability of the annoying Marza?
"sigh"[e digicons]:annoyed:[/e] So it has never properly worked even using Blenders "Empty" Objects to use as the Nulls cause honestly i hate XSI and would like to limit my use of it as much as possible.
My second post on the Forum. This time it's on moddeling. I use Blender to make my models (It's Free it's good it works) my question is can it make the Nulls for Weapon, ability, and engine points and export them correctly into XSI format for ConvertXSI to convert correctly or will i have to export it to XSI Modtool and do it that way.
Yes of course, Well i think that is all i need for planets if not i'll figured it out on my own again Goa thanks for all the help my next post will most likely be abot abilities as i do not understand them whatsoever[e digicons]:thumbsdown:[/e] o and i forgot to do this [e digicons]k1[/e] again for you.
Hmph! [e digicons]:annoyed:[/e] Well i guess i'll have a looksy and see if i can't make sense of it. I appreciate all the help you've given me Goa. [e digicons]\o/[/e]
Probably won't get a response but any one know how to get the coordinates for your Buttons and thumbnails for the .brushes files i believe they are called? [e digicons]:grin:[/e]
[e digicons]:'([/e] Still wasn't the problem (you still get your karma though you deserve it) and now i get this weird error along with the first error. Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/DynamicVector.h(172) i >= 0 "EDIT" Fixed turns out i needed to make the entity count go up one and the same with the string ID count. <a href="<a href="http://www.moddb.com/mods/sins-of-a-solar-empire-revolutions/images/bla
OOOOOOOOO!! I tottaly forgot about that thank you very much. [e digicons]k1[/e] for you and Goa.
Checking... It seems to be in order the name is correct and it's in the right folder. Yes I'm running it on Entrenchment 1.141 that is what the mod is for as well.
Let me check..... Well if you mean the PlanetTypeCount and the OribitbodyCount then Yes i Did the PlanetTypeCount was 26 and i made it a 27 and the OrbitBodyCount was 19 and i made it 20.
I've done all that just so you can make sure i have both of them here ~~ planetType designName "Blackhole" designStringId "IDSGalaxyScenarioTypePlanetBlackhole" orbitBodyTypeCount 1 orbitBodyType "Blackhole" and my orbitbody type orbitBodyType typeName "Blackhole" entityDefName "PlanetBlackhole" defaultTemplateName "" But i get a mini-dump each time i play on my galax
I'm new to the Forum and not being a total noob have started a mod that is on Moddb. One of the Mods Major Goals is to add new Planet Types. I have made several Effects for the Space Stuff like Nebulae, Blackholes, and other strange things, but now i am at an Impass. I have the blackhole entity done, right now it is using the Plasma storm abilities and images cause i just want to get it ingame. Everything is correct like string names and such but now i find that i need to add it to the Galaxy