Maybe there is a threshold for how high you can make that factor. On my end I only tried to push the max Upgrades to 10 and that works without a problem.
-Norbert-
[quote who="Ryat" reply="5735" id="2976665"] [Quote who="SaintMina" reply="5734"]Is there a way to edit Whirlwind for more artifacts. That would be nice.[/quote] In Galaxy Forge yes.[/quote] Or you can just open the .galaxy file of the map you want to change with notepad or any other text editor and increase the "planetArtifactDensity". And as always, best make a backup before changing anything, just in case.
What pisses me off about deadly secrets is, that I usually find it coupled with an artefact, effectivaly taking the Artefact in question out of the game for good. And that the AI constantly tries to re-settle it, resulting in "our ally has lost a colony" every two minutes, if there are any bots involved.
[quote who="myfist0" reply="7" id="2976424"]VERSION? What version is the game at and where did you get the reference files? All modding questions need to start with this most basic info please. The Org Sins needs all the Reference files, not textures or sounds. Basically all the files that Ent and Dip manifest files list because Org Sins does not use manifests.[/quote] As I already wrote in the post directly above the one you answered to, I took the files
I got a new problem. While the frigates show the changes just fine, the capital ships don't. The files are all correct, but the capital ship entity files are ignored. I even tried to put nonsense into it, that should make the game crash, but it loaded just fine, so the capship files are ignored completely. Does anyone have an idea why?
[quote who="DavidFalcon" reply="5575" id="2971146"] I keep getting a 500 error (internal server error) if you click the download in your previous post.[/quote] Look at your adress bar. For some reason the browser (or at least Firefox) adds some stuff infront, including the "yes you can". Just make sure that only the actual link is there and it's downloading fine.
Why would you get mad? The only really bad episode is "Grey 17 is missing" and even that got some nice moment with the secondary arc about Neroon and Delenn. Now if you would complain about some of Crusades episodes, I could understand you. And I still try to tell myself that "Legend of the Rangers" was never made.
With the solutiojn BadTune suggested the crashes are now gone. Thank you. I did detect a tiny, non-critical matter though. The symbols for the Relicworld's shield are on the left side of the window (at least it's that way with the Huge Relicworld). Once you colonize such a world, those symbols are hidden by the build symbols. Can those two symbols be moved over to the right side, above the "set rally point" and "squadron management" buttons, so they stay visible on colonized w
And you might want to start the game once, after patching. The mod folder for the current version is only created on the first game-start, not during the patching. Also, if you activate more than one mod at the same time, the uppermost will have the highest priority (unless the whole thing crashes because of the mods beng incompatible that is). So if two active mods both have a modified Halcyon Carrier file, the one from the bottom mod will be ignored in favour of the upper mod.
I tried to download the full pack, but yesterday the link was broken. Now it works again and I'm currently downloading it. I'll report back if I get the problem with the full pack too. Edit: No, nothing changed even with the full version instead of the patched. Missions still crash the game on occasion when entering the Diplomacy screen (or however the F1 screen is called). Edit2: It seems it is the "Send Envoy" mission that is bugged. While the game crashes on trying
[quote who="SpardaSon21" reply="5555" id="2970148"]I've had issues with minidumps. I've played a couple of games, and after my ally assigns me a mission and I go to check what mission it is in his section of the Diplomacy window, it minidumps on me immediately after I click on the button to open his window. I couldn't tell you what mission it is because it the game just stops after I click on it. EDIT: I was Vasari and my ally was TEC for both dumps.[/quote]
It does make a difference, because I want to send this mini-mod (replacing all blob lasers with beam-effects if anyone cares) to a friend, so the smaller the better. The GameInfo is just 1.27 MB, so no problem to send. The Sound and Texture folders on the other hand are more than 200 MB and 1 GB big. But luckily it is enough to only copy the GameInfo folder, which makes matters easier. Thanks again for the help.
Thanks for the fast answers. But do you mean only the complete GameInfo folder, or also the texture, sound and other (non addon) folders and files?
I just tried to put together a small mod for the original Sins, but no matter what I do, the game crashes all the time. It crashes as soon as there is a GameInfo folder in the mod folder, even if it contains only unmodified original sins files straight out of the game folder and even if the GameInfo folder is completely empty. Entrenchment and Diplo run fine with a variety of mods (or empty GameInfo folders), but original Sins crahes as soon as there is a GameInfo folder. <p
The last time I tried to load a vanilla save with the graphic mod enabled, there were no problems whatsoever, but since that was a few patches ago (and in Sins without Entrenchement) I can't garantee you it's still the same. The worst things that could happen are, that either it immediately crashes, or that you won't see some of the graphical improvements.
I'm not so sure Sins is the right platform for a Gundam mod. In Gundam the focus has always been on the mobile suits, and those would be so small that you'd only see their symbol or a dot with an engine trail most of the time. And there are just so few of the bigger ships. The Salaris, the White Base and one more ship which I forgot the name of for the Earth side and that one battleship and one support ship for Zeon and that's it. Not enough to fill up frig
This might be thread necromancy, but I guess it's well worth it for people with Windows 7 and little room to spare on C: (like myself). You can make symbolic links in Windows 7 without any programm. Creating Symbolic links under Windows Vista and Windows Server 2008 (and apperently also windows 7) c:\>mklink "C:\EinLink.pdf" "D:\EinDokument.pdf" c:\>mklink /d "C:\Neues Verzeichnis" "D:\Pfad\Reales Verzeichnis" c:\>mklink /d "C:\Netzwerkshare" "\\me
Ah... completely forgot about the TEC Hangar. Thanks for pointing it out :) . It works just the way I hoped. If anyone's interrested here's the code: fireConstraintType "Research" researchPrerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_WEAPONDAMAGE_WAVE0" &
I noticed the "fireConstraintType" variable in the files, but the only states of it I found are "StarBaseUpgradeLevel" followed by "requiredStarBaseWeaponLevel 2" on Starbase weapons 2 and 3 and "CanAlwaysFire" on everything else. Is there any parameter for fireConstraintType to allow me to do something like this? fireConstraintType "prerequisitResearch" Researchsubject_weapondamage_wave0 Level 1 So in words instead of code, I want to do something like
Why didn't you add the trusty old Frazi in there? Being a heavy fighter, it could even be used as a bomber model. And for the role or freighter or rafinary ship you could add this little ship here http://www.b5tech.com/oldb5tech/narn/narnships/narnfighters/narntransport.html . I don't know if the name T'Ralie is really canon, since in the TV show they only refered to it as Narn transpo
I found the problem.... Since I just copy/pasted the word Spiritblade from somewhere, I didn't check wether it was spelled correctly, but apprerently the source from which I copied it was misspelled as Spritblade. Every line I wrote myself I checked three times, but since I just copied that one word from somewhere else I didn't check that. Now that it is spelled correctly, it's working as supposed, both for the Advent and Vasari Starbases. In case you are still interre
I recently tried to create researches that increase the damage of the Advent and Vasari Starbases unique weapons. While - after a lot of trying, experimenting and learning - I finally managed to get the new research for the advent into the game without it crashing, it still doesn't increase the damage. Now for a more detailed describtion of what I did: I copied RESEARCHSUBJECT_WEAPONDAMAGE_TECHBEAM0.entity, renamed it into RESEARCHSUBJECT_WEAPONDAMAGE_SPIRITBLADE0.entity and r