Emarrel

Emarrel

Joined Member # 3762277
3 Posts 10 Replies 114 Reputation

Maybe it's so low because it's the beta, but does anyone think the time to build one should be beefed up considerably? Not only would it solve any issues with rushing one, but it would also give much more sense behind the 25-100% construction limit researches. Personally, I think an extra pregame setting (like the income rate and culture spread settings) that modifies titan construction rates would be the best way to go.

2 Replies 4,217 Views

I tend to copy and paste the file names themselves so that problem doesn't arise. I've managed to find what was really breaking it though, I somehow managed to miss an opening quotation mark on StarBaseUpgradeTechDirectionalShield in the entity.manifest file. Typical to have something like that be completely undetectable until you've left it a while. Thanks for your help though harpo.

24 Replies 65,642 Views

I don't want to intrude, but since harpo has brought up the error logging I'd like to ask a question. I''m getting a: Failed to find data file ' '. (SubPath = GameInfo) error in the show error box, but the debug log is completely blank. It's fairly obvious to determine that for some reason it's unable to find an entity file I'm wanting to use. However, everything I need is there and linked up correctly. I've checked about 20 times. There are no syntax errors from

24 Replies 65,642 Views

I'm playing around with researches at the moment just as a bit of a practice. I'm currently implementing researches from the Vasari and Advent into the TEC tree research tree. Of course, they're not actually attached to any ships or anything yet - I'm just trying to get the them to appear properly on the tree. Anyway, I'm trying to add a second block to the Defence tree, currently that section of code looks like this: Defense &n

0 Replies 1,546 Views

Assuming you're only wanting change TEC, open these two in particle forge: Weapon_TechCapitalPlanetBombing_Hit.particle Weapon_TechFrigatePlanetBombing_Hit.particle Reduce the size of the particles coming from each emitter accordingly. So for instance: If I have "OrangeGrow" emitter selected and then scroll down to the Particle Section in the table, you'll see a "Size - Width" and "Size - Height" variable. Reduce these to what you want them to be. It would probably be

3 Replies 4,564 Views

I didn't really want to create a new thread for this, and I had initially intended for it to work with Distant Stars in the first place... I just finished up a No Mines mini-mod for Entrenchment 1.05 and Diplomacy 1.01. I've also included versions that work with both the Entrenchment and Diplomacy versions of Distant Stars 0.9951. Not only does it remove the means of building mines, it also completely removes them from the research tree too. Download link:

8,423 Replies 15,662,391 Views

The tool works great and gets the job done with no problems whatsoever, but I do have a couple gripes: It doesn't remember the folder directory, this goes for input and output though it'll remember the directory for a single file. It's pretty tedious having to direct the output every single time I need to convert something. Also, the ability to paste directories into the text box would be incredibly helpful too. Chances are that I'm going to b

117 Replies 434,327 Views

Thanks for the replies, you've both managed to round up what I really needed to know. I take it's not possible to increase the RAM limit at all then? While 2GB is still a fair amount to work with, it could still be a bit of hindrance for rather ambitious projects. As for using Particle Forge; yeah, there's no documentation or tutorial anywhere. Right now I'm just using existing effects and editing them.

4 Replies 3,414 Views

So, I was messing around with particle forge last night trying to make some effects for missiles. I haven't got a question about particle forge, but rather a question about the maximum number of particles. I've noticed while playing the game that if a certain number of missiles are on the screen at once, they'll disappear. The enemy still takes the missile damage but there won't be any particles emitted. Obviously, this means that Sins will only handle X amount of particles at

4 Replies 3,414 Views

Hah, I was thinking about posting about something similar. My only gripe with star bases is that they really are combat oriented, which means there's very little incentive to start placing any away from your front line. I was toying around with an 'Orbital Colony' variant Starbase that wouldn't have any combat related features (beside hangers and a primary weapon), but could instead act as a trade port, laboratory, broadcast centre, a refinery as well as having its own source of resou

20 Replies 11,858 Views