ZombiesRus5

ZombiesRus5

Joined Member # 3496922
60 Posts 5,257 Replies 2,966 Reputation

[quote who="hellvor" reply="23" id="3659231"] Thank you for the continued updates [e digicons]:)[/e] Although is there a way I can reverse it? I would gladly trade optimization for the old TAR. -edit- Looking through some searches, seems that it may be impossible to reverse the update. Looks like the end of sins for me then :/ rip [/quote] It's easily moddable since they left the original modifier in place.

26 Replies 352,755 Views

[quote who="Blair Fraser" reply="8" id="3640690"] I'll look into splitting it up into 3 options. The cost of running militia shouldn't be too high as they are less complicated than other units (computationally) but some people want to be able to pick and choose different features for each match anyways so I'll see what I can do. [/quote][quote who="ZombiesRus5" reply="14" id="3640898"] I've encountered a buglet with modding the Militia that can spawn via the Gam

39 Replies 274,723 Views

[quote who="mandystella" reply="2" id="3653994"] Was that file modified by hand? Either way, rename the file noted above and restart Sins. It will create a fresh version of the file but your key mappings (if you made any) will be wiped. You can recover them by doing a diff between the new fresh file and the renamed file (use Beyond Compare or something similar). If that is too much of a pain, simply redo them in the in-game interface. </blockquot

4 Replies 20,497 Views

[quote who="Mord_Sith84" reply="2929" id="3651291"] - Fixed an error in BuffLostArtifact where captured artifacts still had all of the numEntityBoolModifier restrictions ie. "CannotBeDamaged", "DisableAngularEngines" etc. [/quote] This is intentional. Artifacts can't be destroyed or act as frigates with movement regardless of who owns them. [quote who="Mord_Sith84" reply="2929" id="3651291"] - Modified "AbilityFallenDeployStarBaseArtifact" so that the

3,050 Replies 8,586,778 Views

[quote who="ZombiesRus5" reply="2927" id="3650967"] Sounds good. I'm looking at some changes to support outlaws better with FoK since player owned militia with strikecraft is BUGGED. [/quote] Colonial and Cylon Outlaw's will have command points set to zero (i.e. no strike craft). This will balance out as the player owned outlaws do not know how to launch their own strike craft due to AI limitations in the coding.

3,050 Replies 8,586,778 Views

I'm packaging up a new build. In addition to the changes from Mord_Sith, Colonial Hull decreased by 25% (Capitals and Frigates) Colonial Separatists CIC Ordinance friendly planet damage reduced from 15% per level to 2.5%. Colonial Culture Revelations culture weapon damage decreased from 15% per level to 2.5% Colonial FRAK You! reduced culture weapon damage decreased from 5% to 1.5% Add FRAK You! to Colonial Loyalists Cylon Frigate hu

3,050 Replies 8,586,778 Views

[quote who="Mord_Sith84" reply="2922" id="3649073"] The Cetus Class titan at level 10 can have 600+ KEW damage, 43 armor and 5 weapons... this is crazy. A 10 mercury class can also have 465 KEW damage? Cygnus gunstar 389 KEW at level 10. Valkyrie 377? Colonial needs some serious rebalancing to at least give the Cylons a slim chance of defeating a late game Colonial player. [/quote] The main issue is with a fully tech'd Colonial Separatists. They ge

3,050 Replies 8,586,778 Views

[quote]http://wiki.sinsofasolarempire.com [/quote] I'd like to migrate my Sins Modding Wiki which has ~200 files to upload. It was previously uploaded on google code where the main Eclipse project was hosted. However when that died I migrated it temporarily to here http://zombiesrus5.com/wiki/doku.php?id=start (will shutdown in Feb). Unfortunately, there doesn't appear to be

5 Replies 28,624 Views

[quote who="JoshuaTedder" reply="2654" id="3646522"] Yeah I guess I'll try something like that. But if I put a passive ability on every planet that allowed it to be "IsPhaseNode", I wonder if every faction could use it? [/quote] By default the phase gate endpoint only works for the player spawning it. There is however a research modifier which allow allies to use your phase gates. <a href="http://zombiesrus5.com/wiki/doku.php?id=rebellionmodifier

2,761 Replies 7,627,305 Views

[quote who="JoshuaTedder" reply="2651" id="3646318"] Also, I have the construction ship in-game, and I've set it to be able to spawn five different modules, one for each ability. However, whenever I try to spawn something at the sun, the game crashes. The example of a similar ability I looked at had the cost as AntimatterAndMustNotBeAtStar or something like that, so there must be some strange reason for all this. What's going on? [/quote] The game

2,761 Replies 7,627,305 Views

I for sure wouldn't do music in wav format but there might be value in converting smaller sound effects. I'll give it a try too. Audacity can batch convert ogg to wav and it should be simple enough to convert the non-music to wav format.

12 Replies 69,642 Views

[quote who="Cylon_Luvr" reply="2904" id="3643520"] Also, what happen to the Sol planets? Was awesome having Earth as a planet. [/quote] I'll upload those soon as a smaller separate download. They added an extra 80mb to the download and didn't seem critical for the 1.85 release.

3,050 Replies 8,586,778 Views

[quote who="myfist0" reply="2613" id="3643358"] l [/quote] Interesting. This likely explains some of the odd hit effects I've seen with BSG ships with decimal point shields with no regeneration and shield mitigation. [quote who="Lavo_2" reply="2615" id="3643509"] It is also worth nothing that even ships without shields should have a shield mesh as the shield mesh in Sins is actually the collision mesh. So if a ship doesn't have shields, make a copy of th

2,761 Replies 7,627,305 Views

[quote who="Mord_Sith84" reply="2899" id="3643174"] It looks like this for me: [/quote] I mean that's where the particle effect point goes. As it's using the same effect of the vas starbase it displays further out.

3,050 Replies 8,586,778 Views