Hi Zombie! That's amazing, and if we add missed modifiers to this skeleton, we will actually save much time and nerves to every modder [e digicons]^_^[/e] So I would be glad to add it to the library, but we should make an agreement on syntax (convention on file & tags naming) Deal? [e digicons]|-)[/e]
Aplos
yep, it needs tons of work, but it is quite general info so not high priority Would it be useful to copy some articles from forum (guiding through particular process) to the library, what do you think? i mean lists of modifiers, 3d modeling tuts, and other stuff (needs some diving into forum)... cheers
[quote who="Blair Fraser" reply="482" id="3601098"] ResearchCostAdjustment now shows up as red if the value is greater than 0 [/quote] Great, thanks [e digicons]\o/[/e] what about other requests? [e digicons]^_^[/e]
[quote who="Lavo_2" reply="478" id="3600996"] Not a coding request, however, would it be possible to have Sins' exe be flagged for Large Address Aware, to allow for the game to use up to 3GB of memory? Virtually all large mods, and even regular Sins multiplayer to an extent, end up hitting the 2GB RAM limit resulting in instability or crashes. Further, from what I have gleaned, enabling the LAA flag has no negative impacts on any post-Windows XP computer in terms of performance or st
Dear Modders, Not so long ago the myFirst's site was gone. The next is ZumbieRus's google code library I wonder, should we create some kind of a repository? I actually started to collect some articles here Is anybody interested in a library (because I need help) ? [e digicons]^_^[/e] Please respond  
Hello! I would like to ask for some tweaks as well [e digicons]^_^[/e] Could we have increased quantity of "NumResearchPrerequisites" allowed (just 2 for now) ? Could we have techs that able to block other techs ? Could we have more tiers than 8 ? Could we have a modifier to adjust player ship speed via research? It would also be very convenient to have a list of Planet Module roles in "PlanetModule*" entityTy
i think you could just make your tool's page a bit less messy ))) [e digicons]:meow:[/e] peace
Oh Harpo, it worked... all my maps were updated!!! ThankyouThankyouThankyouThankyouThankyouThankyouThankyou.... [e digicons]:meow:[/e]
Hello Harpo But the error prompts currently after click on exe... before any UI appearing
[quote who="joebenz1989" reply="3" id="3538532"] I tried using it but when i click on the exe it says "run-time error '13' type mismatch" [/quote] Erh... i get the same... Automatic tool would be really appreciated [e digicons]:meow:[/e]
Stars Rebellion is Out [e digicons]:D[/e] it includes just universe, no techs http://www.moddb.com/mods/stars/downloads cheers
hi guys! a new rebellion version will soon be available om moddb for download the pack mostly includes universe and some maps (and galaxy forge) Cheers
stoneskills , i have answered you on moddb [e digicons]^_^[/e]
Hello! Pleased to see warm responses [e digicons]:grin:[/e] zoommooz , that mysterious bonus is from anomalies that scattered all over stars (Stars_ANOMALY_#) The asteroid ship is "Stars_DEBRIS_Asteroid" Hi Sinperium, nice to see you here ! [e digicons]:star:[/e] <a id="ctl00__Content__RepeaterReplies_ctl20
I didnt test it by myself, but according to the description, this must be fixed. My full support!
Stars 2.6 is released FEATURES Different tweaks, Defence Doctrines effect defence structures and Star Bases , Rovers became more powerful instead of removed local Minor Players ([R] - index in map's titles), Redesigned bonus system, Planet class bonuses
Amarr Ships are from Sins of a New Eden Mod Codes are mentioned on the Mod site in concepts tab
Sinperium is so funny, I like it! [e digicons]:thumbsup:[/e] Sorry for posting it here...
I new update there will be 4 stages of ship speed upgrade (up to 50%) Well, as for researches... You shouldn't research everything, you simply have a choose... doctrines are also help to define your strategy line, with totally different tactics :D Unfortunately now we need fully redesign maps for "connected" effect, as there are some multi-star stellar systems (while "phase scouts mod" enables phase movement only within current star (no realistic multistar systems)), and c
Hello! Wow wow... forum is alive! [e digicons]:sun:[/e] Some day there will be huge update... that is focused on planets (galaxy generation will be revised also): every planet will have 3 specific "bonuses", that will characterize it: atmosphere (dense, thin..), seismic activity, climate. Also gatherable equipment will appear near some planets, giving significant bonuses to Cap Ships. And Defence Doctrine will adjust only defence structure
2.522 IS RELEASED FEATURES NEW: Small tweaks, New Map, Advent Frigate Carrier lays mines similar to Vasari Minelayer Almost the same as 2.52, 2.521 2.521 NEW: Small tweaks 2.52 NEW: +2 new Doctrines, Vigilia can migrate to distant stars (can be considered as Univer
2.521 IS RELEASED FEATURES 2.521 NEW: Bug fixing, small tweaks Almost the same as 2.52 2.52 NEW: +2 new Doctrines, Vigilia can migrate to distant stars (can be considered as Universal Evil ;) ), different tweaks
2.52 is released! FEATURES NEW: +2 new Doctrines, Vigilia can migrate to distant stars (can be considered as Universal Evil ;) ), different tweaks
Hi! This mod merged and altered many others: bailknight's, Celestial bodies, Sins Plus, Volumetric Explosions (stood the same) and others... Cheers 8)
[quote who="cepheidsoul" reply="203" id="3035937"]I have really only been playing Distant Stars as mod for Sins and I thought it was time to try something else. Few thoughts.[/quote] Hmm nice to know You've chosen Stars ) You may turn off the music Maps... well.. I consider mod's are more realistic, and phase jump substitutes the flight. In the mod good and developed planets become a kind of a chokepoint (or at least it was planned to happen so).&nbs