[quote who="soasertsus" reply="1" id="2297686"]I was thinking, this might be good as the Vasari destroyer: Its a pellion class star destroyer. [/quote] haha... nice... a little cliche though... idn, lets let Volt weave his magic and see what he comes up with
TheRezonator
[quote] They're setting up for their attack, but decide at the last minute that they don't have enough forces.[/quote] yeah, but then they just keep thinking oh, i want to attack! wait, no i dont. oh, i want to attack! wait, no i dont... its like a person with 15 second short term memory loss (50 First Dates?) i mean... how does the AI know you have a fleet around your planet? unless it has the Advent Culture side effect (which in this case it didnt), and Advent planet mo
yeah, if you open a map file in a text editor like notepad, there is a line of code that controls the concentration on artifacts. most maps have it at like 15-30% (i think) theoretically, if you go in and change that line of code to 100 (percent) then every planet should have an artifact on it. just remember to back up that .galaxy file before you change anything. and remember, if you want the Archaeologist achievement, you are going to need to find each artifact BEFORE anyone
there is a website called impulse.anywhere.com or anywhere.impulse.com... something like that, anyway, it lets you download the update by its lonesome one another computer, then you take it back to your main computer with Sins and Impulse installed, then Impulse will auto-patch it for you... im sorry i cant give you an accurate address, but im sure if you ask around you'll find it i remember when i downloaded Red Alert 3 over a mobile internet connection... took 3 days to down
just confirming... this mod doesnt actually work with Entrenchment huh?
haha, alright, let me see... with the Vasari Lancer, im assuming that big thing on the top of the ship is mirrored at the bottom? so, the 'standard' forward heavy pulse beam emmitter(s) can be mounted on the front of that (on the top side im thinking) as for the flanking pulse beam emmitters (do we want them to be pulse beams? or pulse guns or even wave cannons? i think some light wave cannons would be best). as for the flanking weapons, i think having them locate
haha i figured out what was wrong... each mod unzipped into a sub-folder within the folder i had set up for it within the Entrenchment v1.03 Mods folder so for instance the Distant Stars Mod unzipped into v1.03 Mods>Distant Stars Mod> DS Entrenchment Beta 0.82>Gameinfo (etc etc) righteo, just tried it out and it works, thanks to everyone who replied
Bailknights Graphics Mod v1.01 (modified by Annatar to be compatible with Entrenchment v1.03) Distant Stars Mod v0.82 for Entrenchment v1.03 Mansh00ters Volumetric and Damage Effects Mod v1.13 Sins of the 13th Tribe v0.5 for Entrenchment v1.02 ( Star Wars Requiem v2.3 for Entrenchment v1.03 (All the mods below are a part of the Stargate Races mod) Stargate Galaxy Mod v1.00 for Entrenchment v1.03
[quote]Yes... we as in me... I know... Only six ships are going to be modeled and there are going to be numerous other things that only make small differences, so it won't be all that hard...[/quote] fair enough =) (i didnt want to be taking credit for what is really all your talent/work)
if an asteroid already has an extractor on it, it wont work also, not all GW's have 4 asteroids... some dont even have 3, so boosting it to 4 could be a waste...
yeah, i was expecting a nice bottle of Red with this post... =P
you are asking which to model next right? pick a Carrier Cap or Battleship, whatever your choice (it'll be easier if your heart is in it) just a question... will each permutation of each ship (Mk I/II/III etc) be aesthetically different from the other levels? so a Mk II Kol looks different to a Mk V Kol? it would be great, but it would be ALOT of work for you... 15 cap ships, each with 5 permutations, thats 75! different ship models you have to work on... or are you talking ab
right, so, ive downloaded 10 mods (given, though, some are sub-sets of other mods) and used an entire day and as it stands, the only mod that works is the volummetric and damage effect mod by Mansh00ter, (which i didnt even download today) the only thing i can see that is suspicious, is that when i enable any of the other mods, the Enabled Mod Checksum always comes up as zero... i realise there are things like game updates breaking mods, but i am certain at least a few
um... as far as i can see from Impulse, there is no dedicated modding forum, and especially not one for Sins... maybe making one would facilitate posting mod update info on the Impulse forums...
no no, i meant to start the Kol upgrades you would need a certain number of armor upgrades (maybe up to 1 point in the second armor research topic?) then they can run by themselves. as for other races it could be linked to shields or health points, respectively... so like the TEC econ upgrade Huge and Immense Cargo Holds require both the trade port and the refinery to be built before those upgrades can be researched, but once you have the pre-reqs, you can continue along the cargo hol
hey, ive just downloaded all the mod files... SG Galaxy-e1.00, Fleetsize, Volumetric and Bailknights... i enabled them in the order noted in the OP, but it seems nothing is happening... i have a feeling the volumetric and/or bailknights mods are working, but i havent played long enough with the mods enabled to know for sure... so... is there something im missing? im sure with all the different types and versions of mods involved something somewhere is messed up... so am i
might i recommend writing it bluntly that the 1.01 version updated by Annatar is compatible with Entrenchment v1.03 (something like v1.01 updated by Annatar, compatible with v1.03), and that it is compatible with MP, while the 1.02 version done by Bailknight is uncompatible with v1.03 and for MP i mean, it would just make it so much easier for someone who hasnt read the 28 pages of replies... anyway, let me understand: the link at the top of the page is
hey... i just downloaded the SOGE mod from the link at the bottom of the OP but when i try to extract the file, i get hundreds or error messages from WinRaR saying most of the files are corrupt... has this happened to anyone else? any idea how to fix it?
ill stick up for the TEC MB is NOT overpowered/unbalanced. Why? Cause i say so [e digicons]:P[/e]
[quote who="XRaptor321" reply="4" id="2295132"] Quoting TheRezonator, reply 3 Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above. 7DS 2.5 will be available for the Entrenchment expansion for Sins of a Solar Empire. Excuse me if this is a silly question, im new to the modding forums but ive come up with nothing with the search function... So is 7DS ver 2.5 out already or
righteo, so a MkV Sova at lvl 10 would still have a max of 7 squadrons, but would have 4 more individual strikecraft per squadron compared to the Sova Mk 1? yeah, that sounds like it would work... that or just make more squads... but this idea has more finesse, rather than just boosting numbers. thats a shame about the flak ability... personally, if i was in IC, i would have programmed the engine with maybe 30 'nulls' per ship, and only use 20, so that if, at a later time, we wanted t
[quote]If I could create the Graphics thing connecting them it would be the most awesome looking ship in the game, but the particle effects would be the hardest thing to make... And I can't use PF...[/quote] why not steal the effect from the vasari starbase? though to be honest, ive only seen that particle effect in-game very rarely... its always been in pre-loaders etc... idn... if you want to low-jack it, for the time being you could use the Dunov Sheild Regen beam effect, s
[quote] Welcome to 7 Deadly Sins 2.1, for version 1.05 of Sins of a Solar Empire. It is NOT compatible with 1.12 or above. 7DS 2.5 will be available for the Entrenchment expansion for Sins of a Solar Empire.[/quote] Excuse me if this is a silly question, im new to the modding forums but ive come up with nothing with the search function... So is 7DS ver 2.5 out already or not? If not, is there an estimated release date?
[quote]Yeah... Originally, it was going to be the advent one, but after completing the front, I decided it looked more Vasari-ish, so I changed a few things to make it look more like it should...[/quote] nice work! glad to see you're still taking my ideas into consideration despite my absence =D so, considering its the Vasari Lancer, i have an idea... you know how the Vasari Starbase is really two parts (the battle section up top with all the guns and the big bloody ballsack a