Im not sure if you knew this or not (you most likely do) but there is a section in the race info file that lets you set an amount of antimatter required for the race to start FTL travel. Perhaps changing this could allow you to create the idea you want for the fuel requirements?
riviaguy221
IF this was possible, it would be cool, but i think that only the cap ship factory can make cap ships, and as such you are limited in the number of types. (i may be wrong here though.)
well, if we are taking reality into effect, most of those shouldnt be possible, as any object of sufficient mass would make a general spherical shape... but these would make cool planets if we didnt care about actual large body physics
hmm... seeing as it hasnt BEEN a year since this was first posted that os highly doubtful
ok, thank you, that worked great PS, sorry for the late reply, i forgot to reply... i was quite busy, with editing files, working and getting ready for school...
OK, so i personally have the files in this area: C:\Users\User Name\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge (Vista) Also, anohter thing i notcied causing crashes is if there are too many player files and not enough homeworlds. To fix this, go to edit at the top of the screen, and under the player management area, disable all except the ones you are using. this often made my files work.
not usre if this has been brought up, but in the Defence section of the Asgard research area, the megalopolis tech isnt researchable. It requires 2 points in Megalopoli, and that is not a tech in their tech tree.
so, does this work on 1.03?
ok, so im bored of waiting, and i want to try this... is it possible to get the 1.05 version of sins vanilla still? if so, how?
[quote who="kris159" reply="924" id="2337600"]Oh my god, has no one noticed the shield goes up? Would you like me to post a video? I could post a video [/quote] I would like a video... i dont know what shield you arer talking about here though, the atlantis one still?
ok, well, i dont understand, how is this different than simply telling the computer to put you as vasari against a vasari player?
i have to agree with TheRezonator, the Human railgun looks like it is a strange robot that got thrown into space... not very "intimidating" OR "turret-like" to me...
i just want i tied to a tier 8 research, not a NEW tier 8 research
OK, so as a mod for my own personal use, i want to be able to make a specific cap ship become a huge burden on resources to get. I have already changed all the ships, but if it is available as a cap ship from the start, it becomes free, and you end up with an incredible ship at the start of the game. How do i tie a cap ship to a research icon?
it will be out when it is ready, they still have a a lot to do, as it is no small mod, it is almost an entire game by itself. Be patient
wow, you werent kidding when you guys said a lot of work needed to be done (only saying this because of the many areas that say string not found, including the pause button...) ... anyways, i LOVE the atlantian tech tree, it is SOO nice! and their ships are cool too. The parts about cap ships in the frigate area and mixed up frigates and cruisers will hopefully be one of the fixes planned... anyways, i never played the original for 1.05, as i cant seem to get 1.05, but this one is pretty cool
ok, i never bothered updating yet, and so still have version 1.02, will this work for me then? Also, no idea where i should post this, but i would like to beta test this
well, v 1.04 is a very old version of sins vanilla, isnt it? isnt that6 the update before 7DS? Cause 7DS is for 1.05 If im wrong, sorry, but this post looks old, and i thought we were on entrenchment 1.3...
isnt this not for entrenchment? look at the dates on the other posts...
so does that mean some will work, and some wont?
OK, so as the title suggests, i was wondering if i should go to 1.03, or stay with 1.02. I was also wondering if it would affect the mods i already use, or mods to come out in the future...
This is a particle fountain, it was in star trek, and it was highly dangerous. If you are doing binary, why not trinary stars as well? And a black hole and normal star that are one grav well ps, im still here too
well, yes, but here is an example from your mod: maxAccelerationLinear 30.000000 maxAccelerationStrafe 10.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996 maxSpeedLinear 300.000000 maxRollRate 2.000000 maxRollAngle 35.000000 And here is a an example from normal maxAccelerationLinear 100.000000 maxAccelerationStrafe 10.000000 maxDecelerationLinear 500.000000 maxAccel
is there any reason why the speed of all the units has been reduced so drastically?
what about stellar nurseries as a star? Not a normal Nebula, but a huge one with actual stars in, that create large gravometric turbulence through the areas, and so damage the hull, even through shields. Also, what about a particle fountain?