It is not possible via the build menus. You can have many more than nine but they would need to be created via abilities.
ZombiesRus5
[quote who="omega40k" reply="3042" id="3744684"] Mod has been updated and is available on the modDB page. [/quote] Thanks!
Assign - Yes Prevent - No
There are no tutorials. The best option would be to take existing mods to see how they have done things. It's not overly complicated as it's mostly re-skinning though you can get some creative results that way.
It’s possible to mod with certain limitations. Main menu modding is more of a reskin as a result though it is possible to hide elements by throwing them off screen. Most mods have various main menu modifications you can investigate to see what’s possible. Theres also some interesting modifications of the faction selection menu you should look at like in STA3.
I called to cancel dish network and am getting the no-frills intro package for next to nothing for 12 months. I'll have to decide if I continue that at an increased cost at the end of the 12 months or cancel for good. I decided to keep it mainly for their DVR and local channels at the reduced cost, though it does have a few decent cable channels. My wife isn't nearly as happy with some of the lost channels but we get Hulu for free from our Cellular company. I still have Netflix
If you look at frame 15 seconds you'll see the red text indicating the vasari structure is phased out. This has a side effect of cancelling the attack even though the red-lines still show it's the attack target which is a visual bug for sure. The way to counter this is to set your ships to hold position so they keep firing on the structures without moving away.
It actually ended up growing on me as a pretty good scifi series. Glad it got renewed.
email me your scene and I'll take a look at it. My user name at gmail dot com.
[quote who="High_Guard" reply="2" id="3699771"] Hmm... thought I had everything selected; I KNOW when I went back and tried again a couple times, tried a few different things, each time it output only a 3kb file. Is there a specific place you have to select everything prior to exporting to XSI? I tried at the root of everything in my softimage explorer, and it didn't help. [/quote] Un-select everything and then export to XSI.
Is it a Vasari structure? There is a research that allows them to phase out which cancels attacks against them for a short period.
[quote who="Morphh" reply="3" id="3698049"] I'm not sure where they're pulling that Stargate Invasion description from. If you happen to know, let me know and I'll update it. But it's not our normal description and I don't see it on our page. [/quote] Post is from 2016 ;) That was the description back then.
[quote who="Slayer858" reply="3031" id="3697628"] Hey Guys, Sins of the Fallen is my Favorite Mod, but the Rogue Race is to weak. The Capital Ships Buffs and Damage please fix. Antimatter and Shield Upgrades failed in Tech Tree. [/quote] Thanks for the feedback. I'll look at the suggestions.
[quote who="joel_ds" reply="72" id="3697809"] So far, Paul and Fred have proven only that they own all technology/tools(+code) used to create SC1/SC2. They think they own more due to their involvement in the Atari-GOG contract re-arrangement. But let's get real, we are talking about a company that went bankrupt two years later. Mismanagement of Atari was a main part of it. I don't have the legal documents, but they have said th
[quote who="AceXMachine" reply="2688" id="3693695"] Ok, I'm trying to edit some files and just found out that the syntax sites I used to use are no longer up (zombierus and google code sites are the ones I used to use). Please tell me there is another one up somewhere? [/quote] Visit the official sins discord and check the #resources.
What graphics card are you using for that?
[quote who="Cavil_Volente" reply="3029" id="3696975"] That discord invite seems to be expired. Also, the new version is great, just played it- although, I sort of feel like the Flagship/Mini-Titan stuff should be part of an optional submod. [/quote] Sorry, wasn't real familiar with the discord stuff. This one shouldn't expire and it will be a discord with lots of other sins mods hosted by CGB. ht
Hi guys, the forum have sort died here. Moving to CGB's discord for discussion where there's quite a few sins players. https://discord.gg/YXdTcv
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You can increase squad per levels in the capital ship entity file: CommandPoints StartValue 7.800000 ValueIncreasePerLevel 0.600000 You can't add fighters per squadron though in the same file. And yeah, adding lines the game isn't expecting will cause a mini-dump. The passive ability will work for up to 4 levels up upgrade if it's chosen, There isn't a way to just have it grow per level on it's own though.
Here's a patch file that should hopefully fix the resurrection mini-dumps. https://www.dropbox.com/s/51inn0si50f4whk/SotF.Patch.Reb.1.91.49.7z?dl=0 This file doesn't include any meshes, textures or sounds. The full version is being uploaded on moddb but is a much larger download.
[quote who="Mord_Sith84" reply="3014" id="3686620"] Z, I've also noticed that the "experience bar" isn't working for Level 10 experience (could be for other experience levels, but I noticed it when I was on exp. 10): [/quote] Couldn't recreate this. I only see the cylon level ups. [quote who="Cylon_Luvr" reply="3017" id="3687962"] Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue an
Hmm... I just had my first Cylon simulation run without mini-dumping. Will try again and see if the new Resurrection code changes actually made a difference or it was a fluke. If this all works I can release a patch with the newest changes.
[quote who="Cylon_Luvr" reply="3017" id="3687962"] Hi Z. The Embassy ability seems to work for colonial and cylon, but not for the other races? I was playing against the Rogue and Nephilim recently and became allies with the Rogue, however a Rogue embassy wasn't spawned at my home planet. I could see that my Cylon embassy had been spawned at their homeworld. Not sure if you were aware of this? [/quote] Code looks almost identical to the cylon. I'll have to try recreati