[quote who="harpo99999" reply="50" id="2340129"]It was NOT designed to convert between sins & entrenchment, only update mods within sins OR entrenchment, and only within the versions of sins/entrenchment with a version number in the mod folder name. also there are a lot of additional lines in an entity for entrenchment that are NOT in a vanilla entity, so it would take a person that is familiar with modding to edit EACH of the entity files to vanilla standard. also v
kris159
Can this convert mods from Entrenchment, down to the normal Sins, my friend really wants a mod but it's for entrenchment. If not, do you know somthing that will?
Will someone who doesn't have a minidump when this mod is activated please tell me all the effects that are on/off low/medium/high/highest? I keep getting it with everything on high.....
[quote who="riviaguy221" reply="926" id="2337711"]I would like a video... i dont know what shield you arer talking about here though, the atlantis one still? [/quote] No sorry, i'm trying to prove there is a way to show the shield mesh ALL the time. Use TEC's Kol Battleship's Adaptive Shield ability, the shield mesh shows even without enemy fire for the duration of the ability.
Oh my god, has no one noticed the shield goes up? Would you like me to post a video? (EDIT: I wasn't being serious, I wouldn't have done it and am not going to do) I could post a video. Also (But i agree with the lag thing) You could have it as an ability, An "ApplyBuffToSelf" one, that renders the shield mesh (makes it visible for the duration of the ability, in this case forever) and also (could) affect the shield in a boosting way or somthing..... The point is, it's possible but
[quote who="Whiskey144" reply="919" id="2330829"]That person was mistaken. The line he refers to is 'renderShieldMesh TRUE'. This just renders the shieldmesh when weapons fire impacts it. Setting it to FALSE will make the game not render the shieldmesh. [/quote] Ok, the Kol Battleship's Adaptive shields ability Has that line on TRUE, go put a Kol somwhere without battle, give it adaptive shield and see if it shows.
[quote who="kris159" reply="1204" id="2314987"]Will you be making youe own sounds, extracting them from the program, or using the stock ones? I think sound is everything. Great mod [/quote] Nobody answered...???
[quote who="mygabby" reply="2" id="2303900"]How would you modd the Atlantis sheild so that it shows up like it dose in the show Slightly less transparent [/quote] I think you can't, you'de either have to make an ability that is like the Kol Battleship's Adaptive Shield, which shows the shield mesh, or edit the Pipeline_Effect folder, but then that would make all ship's shields show all the same (not shape). Plus Plus the ability would take up a valuable slot... So ther
Will you be making youe own sounds, extracting them from the program, or using the stock ones? I think sound is everything. Great mod [e digicons]:D[/e]
[quote who="Eomega" reply="11" id="2303389"]Quoting kris159, I dunno if this is so, but to me it looks like the top base of the BC-304 is too low, maybe it's just the angle we're looking at it but I still do.... Anyone else? It might be my seeing too much of another mod that made it too high aswell, correct me if I'm wrong. I have checked and rechecked the top deck with the show, and it is spot on. I also fixed the windows that are along the main body of the
[quote who="dolynick" reply="24" id="2302722"]Freyja, i dont even notice this small shield regen effect. And there is no positive "green" effect shown just the negativ "red" one. And when the Freyja is using the ability its stoping to move. You're correct. The positive effect doesn't display but that's due to the engine and the type of buff that is being applied. It's not a constant effect but an instant regen applied every second and the engine doesn't
I dunno if this is so, but to me it looks like the top base of the BC-304 is too low, maybe it's just the angle we're looking at it but I still do.... Anyone else? It might be my seeing too much of another mod that made it too high aswell, correct me if I'm wrong.
[quote who="Canute000" reply="6" id="2289094"] Asgard, the Eir Restore's Ability Shield Restore The Asgard Cruiser "Eir Restore" [/quote] it's because there is no file that makes the buff go onto the target, it only effects its' self, unless your are willing to do it yourself because i'm not going to tell you how to, u would have to edit mant files, the most you can do is wait for it to be fixed.
[quote who="Canute000" reply="4" id="2288336"] Bug: Asgard, the Eir Restore's Ability Shield Restore don't work correct. I manualy let them restore some shield but nothing happen on the target's shield. It boost it own shield instead. [/quote] Which ship is that on???
[quote who="akkan117" reply="1" id="2285971"]No it is possible to have a weapon not end when it hit its target. Eomega as been succesfull in creating beams weapons like the one on the bc 304 if those are the same beams your refering too. [/quote] How? And yes it is, but i stand by my point that the ancients didn't have any type of beam.
Look throughout the whole of stargate Atlantis and SG-1, there are no beams AT ALL, the asgard "Beam Weapons" are not technically beams, Sins of a Solar Empire cannot create "Asgard Beams" which are used oftern in the show. As soon as a beam is fired it hits the target and continues untill it has stopped firing, 'Asgard Beams' fire then take time to hit the target then stop firing then the end of the 'Beam' hits the target. In order to create the beam of the satalite, some one would have to a
[quote who="JTAYLORPCS" reply="22" id="2281240"]Actually the Ancients did have "beam" weapons . On the show the showed ancient beam weapons arrays both on planets and orbiting them . Its just naive or plain stupid to think THE ANCIENTS WOULD NOT HAVE PUT THEM ON THERE SHIPS. [/quote] Well, i only saw series one to four of atlantis and i didn't see any beams, plus if there was not much source to them then why add them, plus the programing stuff. And i think yo
[quote who="Canute000" reply="15" id="2277866"] Does the construct structures from the Starbase Cruises works for you ? [/quote] I would beleive that the cooldown for the ability is 60 seconds. And the structure appears after 65 seconds, make sure to leave the frigate stationary when building (I think)
Are you going to add all the races to the mod eventually??
I don't think the Ancient had beams. 1: In the program, it said that the Ancients fight using drones, never mind lasers. 2: Beams don't look very good in this game since the programing of it is a bit.... 'iffy'? Im not sure if it's for balancing issues, but i don't really think it makes a differance. And which link do i download for the races? i was wondering because i don't know if it was for Entrenchment 1.03 Are you going to add all the races, like t
[quote who="tyr402" reply="6" id="2156240"]Why do the wraith only have one kind of hiveship??? I dont have a problem with them having only one model for the hive, but all of them end up with the same kind of abilities, could there be more hiveships types with diferent kind of abilities??? [/quote] thats actually quite a good idea.... but anyways, when the Ancient's ships seem to be facing a certain direction, they go black. Then i thought maybe its th
[quote who="Carbon016" reply="1" id="2152370"]Import into 3DS is the easiest way. [/quote] how? with what program
I was just wondering so i could add more firing points to say, the Light Tech Frigate. Is there any way to convert Mesh to XSI? I tried doing the XSI - Mesh backward, it didnt work.
Franzo did u get my e-mail?
[quote who="dolynick" reply="21" id="2149747"]The Hatak definitely has more than one weapon point on it but it may only have points for one weapon.[/quote] yeah, thats what i meant lol [quote who="dolynick" reply="21" id="2149747"]As for adding models, you put the meshes in the appropriate directory and then just tell the entity file to use that particular mesh. [/quote] i just thought i'de better not say that coz i udnno if there is any other lines and things