[quote] There's a difference between txt and .txt files. Entity files have two forms, bin, which is unreadable, and txt, which is readable, but they are still .entity files. If your files have a .txt extension, the game will not read them when you mod them. [/quote] Sorry to be clear, the drag and drop .bat's i'd been using previously, (i.e. while in searched for the mass converter, which as i said where too slow), the bin to txt converter will co
KarlBar99
[quote] Isn't that what your old one did? Your files should always stay as .entity files. [/quote] Probably, it's been over a year so i only remember bits and pieces, mostly the nuts and bolts of the files themselves. It was just that if someone finds this after finding the drag and drop .bat version they'll be used to conversion changing them to .txt files ;).
Cheers, your a star *Hugs* Note for anyone else reading this, the above will convert the contents of the file, but they'll still be listed as.entity files ;).
[quote] ...and this is mainly why it's better to know the underlying program and syntax than to blindly "use a bat file" for data conversion. Anyway, the .bat file uses the program ConvertData_Rebellion.exe (or older ConvertData executables), which is located in your SoaSE base directory. It is a command line application, meaning if you run it manually, you must run it from command prompt. It's main syntax is ConvertData_Rebellion.exe <output
Been a while since i modded SoaSE and unfortunately my mass converter.bat files have gotten lost somewhere, can't find them at all. Could someone just remind me what the code for that was bat files that convert everything in their current folder? Also on that note, if a mod sees this, the modding tutorial thread needs an update/cull as it's all links which are all broken by the users site being shut down.
Every time i try to run the rebellion vershion it just crashes out on me. Log file here: [code] Text FileArchive missing Label. File: C:\Users\Carl\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.80\SGI 1.80\Window\SteamMainMenuScreen.window Label: soundtrackDLC1Button Line Number:64 Line Contents:dlcBack "" Text FileArchive missing Label. File: C:\Users\Carl\Documents\My Games\Ironclad
[quote who="Yottsu" reply="41" id="3115374"]Does it make me a bad person because I get a feeling of joy when I hear their Titan say that? :p[/quote] Hardly. The new advent voices are really good. Though i do wonder what the age of their voice actress is as somtimes when the distortion they add seems to clear for a couple of sylables it sounds allmost childlike, which is just creepy as hell. Could be really good distortion making an older actress sound younger but if so
[quote who="martox1" reply="9" id="3115081"] if u look at the vasari loyalist titan u will c that it has tec weapons atm lol[/quote] re-read the sentance you quoted instead of just one line of it please.
The sound files can be found in a simple to play format under (assuming steam is installed to the C drive): C:Program Files\Steam\steamappps\commonzsins of a solar empire rebellion\sound Simply scroll down to the T section to find the titans. The new cap ships are under capital ship heading, and are Phasebattleship2 and Psibattleship2 respectivlly.
Debuffing and AoE damage mostly. The Loyalist advent titan alsp has some insane lines. Sounds like there's a crazed sister of battle aboard: e.g. "Their worlds will burn in the unity's flames"
[quote who="mcintire" reply="13" id="3114480"]As for the Vasari world, isn't it stated in the bug traking sticky that this is being worked on/solved internally?[/quote] Yes but the cause is the same, they're both essentially nuetral worlds. I also don't think the game code supports your anexxattion ability having a scaling cot, but the ida that you could park a colony ship in a grav well and have it take over all the nuetral objects th
@Timmaigh: Thanks for that, you bassicly made the kind kind of reply i would but much more clearly put across :). @Toivoton: I agree they should be powerful. Of course they should, and i don't want a situation where late game they become overshadowed by everything else eithier. It's also not just gaming the system i'm concerned about. Maps vary in both layout and planetary composition. Combined that with specific player preferances and playstyles vis a vis f
You can select the star just as if it where a planet and it shows up there as an ability, still a good idea though :). Also 4. is intended, there are specific ships, (colony for TEC and Advent, scout frigates for Vassari), that capture these. If they could be destroyed they would be impossibble to aquire after the first time as you can't build logistics structures in uncolonsised gravity wells.
[quote who="Timmaigh" reply="15" id="3114200"] I still do not see such a big issue here, if the titan is at higher levels overpowered to anything else bar another titan, the simple solution is just make the leveling either slower (requring more XP) or make the titan´s improvement per every increased level smaller. Anyway, i do not see here any reason to warrant such a long and complicated OP [/quote] Then you missed the point. I know i'm not great at explainin
You missed a point. The deliverance gives all freindly ships in the well a 25% damage boost. Thats an enormous offensive or defensive buff. And it's independent of the culture buff. The real advantage is what it forces your opponnent to do in terms of spending slots on culture centers. Your allready going to want to be doing this, but by adding that to your opponnents list you bassiclly remove the Econ penalty for doing it yourself. Also these days the Kostura dosen't do
[quote who="DarkSide73" reply="9" id="3114043"]Reducing the expense of shields works well enough[/quote] For TEC yes, not for anyone else. The Kostura might be able to kill your defences, and the advent one might make your culture fairly ineffective. But neithier is going to cost you a planet on it's own, and neithier does an excessive amount to your econemy on the level of a novalith. The Novalith is also much more spammabble for the TEC rebels than the others are
Basic game design 101 guys. The problem here is that because of how fast it scales beyond a certian point there's no non-titan counter you can resonablly aquire that can defeat said titan, it's leveled so far that you now need multipule levels of researches beyond the current level to aquire the tools to defeat it conventionolly. That situation is the most basic most fundamental DON'T of game design. You never make an
@Aqwleach: Eitheir i really suck at explanations or you just didn’t fully read my post. It doesn’t matter what you do to the base stats, the titan is going to be ludicrously overpowered very rapidly. A titan levels so fast and scales so much with each level that it rapidly acquires a level of power far beyond it's tech level. It scales in health and damage roughly twice as much per level as a capital ship. A level 1 titan is roughly a tech 4 item
@LupusVir: I can copy you the rebellion accurracy code up, it's avalibile to anyone in plain txt format in the games gameinfo folder. It is as it allways has been 100%. Thats why targeting uplink is so crappy. The Accurracy boost is tottally maningless.
Okay, time for some serious minded discussion on these littlie horrors. The more I look at titans and their interactions the more I feel their low tech requirements, excessive scaling with levels, and keeping of those levels is totally intentional. The basic point seems to be to make them available early so that they’re always a valid strategy, even in short MP games. Lovely idea. In theory. When combined with the fairly hefty scaling and re
Whilst we can't talk about specific stats obviouslly, i found the vassari corvettes to be in a much better place in terms of things like health, firepower, supply, and cost. They're weak enough not to tread on other frigates, but strong enough not to be blown away by an idle volly. I'd really advise the devs when they start looking more fully at the corvettes that they use the current vassari corvette stats as a starting point.
[quote who="Timmaigh" reply="10" id="3113505"] I am on the same boat on this with you. The phase missiles are IMHO spot on, but the wave cannon effect was made way, way too big. It looks almost comical now. Before the Enforcer used to fire 3 smaller waves, i dont say it did not require bit of a facelift, but replacing those 3 with a single big wave almost as big as the cruiser itself, was IMHO not the best idea. The third type of weapon, fired by Skirmishers and Orkulus
5. Weather a ship shoots facing front on or side on is determined by the DPS totals for each arc. Whicvhever arc has the most DPS will face the enemy. That means side on is the most efficent method for the anlykon. 4. I know and i agree. it IS stupid. If you've ever had a large late game pirate raid hit a grav well with no refnery or trade ships in it, but a well upgraded starbase it become quite obvious just how much it hurts their performance. Without the ships th
I've only had one crash because of this, and that was in beta, (and i got a notification aying it was sending an error report), but i have observed that in vanillia sins it did like to hang massivlly at this stage. It would just hang there afetr a really big game for a minute or more often before moving on. Even a simple 4 player 100 planet single star map can produce 10-20 seconds of hang.
@OP: You seem to be unaware of several key game mechanics. 1. How many vishual FX the ship fires has nothing to do with how much damage is caused. 2. Anything shooting at anything else that isn't a fighter or a bomber is 100% accurrate unless in an asteroid feild. Even if the FX appears to miss the game registers it as a hit.