So I intended to set up a wormhole system in a galaxyforge map where you could enter one of three wormholes to get to a far off system. -that- part worked great! For the problem, let's label our wormoles A, B, C and D for the 'far away' one. You can enter through A, B, Or C and end up at D. However, if you enter D, you -always- end up at B, even if you came through C first. What'm I doing wrong here?
DareArkin
The title. I intend to make the pirate fleets more dangerous- as right now a single starbase and some light defenses can turn a fleet into no challenge. My intent is to add traitors from the Vasari and Advent, and Captured TEC Capital Ships.
Hmmm. Radius abilities. Could I then make it something where if they're -close- enough they make the enemy ship fizzle out slightly? I can't get DS to download right now because my internet is behaving poorly. XD
I did look this up before I posted, but the last post I could find was in 2008, and things might've changed. In essence, I'm looking to add an ability to the new Gunships I made for each faction; EMP for the TEC (very brief 'stutter' effect) Armor Reduction for the Advent and speed crippling for the Vasari gunships. However, I can't figure out how to make fighters do this; the game insists they can't have 'single target' abilities. Is the
So I have a new mesh and have finally figure out how to get the ship input into the game. But how do I get the mesh to use a particular texture?
[quote who="SpardaSon21" reply="3" id="3141196"]Did you update the entity count?[/quote] THAT DID IT! THANK YOU! :D You saved my butt! :D If I knew how, I'd +Karma you x.x
But there are no typos! The entries entityName "SquadPhaseGunship.entity" entityName "SquadPsiGunship.entity" entityName "SquadTechGunship.entity" and entityName "FighterPhaseGunship.entity" entityName "FighterPsiGunship.entity" entityName "FighterTechGunship.entity" were added to the manifest and I copied the file names directly to make sure they matched!
So I'm attempting to add another fighter. Scrapping all previous attempts I have done only this; I extracted the Bomber Squad Entities for each race, and Fighter-Bomber Entities for each race. I renamed them "Gunship" instead of "bomber" because that's what I intend my new craft to be. I used Harpo's tool to make the manifest, because I decided I could screw with stats later. So currently, to recap. All they are is an -exact- copy of the bomber. There are no added textures
Okay, no. So, that did nothing; I set all the values to default- in fact I loaded the bomber template for each of my new strike craft. And it still gives me the error of doom.
Okay, no. So, that did nothing; I set all the values to default- in fact I loaded the bomber template for each of my new strike craft. And it still gives me the error of doom.
I went to give the fighters each two weapons- is -that- it?
Erm. So what do I do to fix it? I mean, does it give a clue?
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172) i >= 0 So, I tried to add a new class of fighter for each faction. Everything seemed to check out, I used Harpo's manifest maker... but I get this and then a minidump. What's this mean? x.x
Right, so I want to attempt to add a third strike craft category to each faction. However, I have all the modeling skills of a Rhode Island red brick. Are there any meshes floating around out there on a forum I missed? and if I should catch that- how do I make the little icon that you can see from a zoomed out view? If there aren't any, I understand. XD
So no one can claim I didn't give them, my system specs; AMD Phenom II X4 965 (clocks at 3.4Ghz) 8GB Ram Nvidia GeForce GTX 275 I have tried setting Sins to its own dedicated core, I have killed -everything- nonessential. I've updated all my drivers. I've tried trimming the UI/Graphics down to the lowest possible rating I've even tried a program that forces it to use more RAM. I have no heat problems. Regardless, the game inevitably goes into the s
So, new to this. In effect, I want to change a few of the lasers in the TEC arsenal- for instance, the Cobalt's- to Autocannons. However, I can't seem to do it; I can do it COSMETICALLY but it doesn't actually perform right. Advice?
Sorry. x.x Thanks for the upload. x.x
Is there a way I can plead with anyone to re-up these on dropbox, or any service -OTHER- than filefactory? all filefactory gives me is half hour waits, between several hour stretches of 'no available slots.' I've been trying for -three days- to get all these files...
Hey, is it possible for someone to upload to something other than Filefactory? Like Dropbox? I've been trying to get these files for three days and every time filefactory tells me that 'all free slots are full.'
Here's one I want to know about- think it's possible to make either a mobile factory or a pirate capital ship? I know there's an upgrade that applies the 'factory' setting to a TEC starbase but I don't know if it'd work on a ship
Well, glad we cleared that up. XD I'm not saying it's not worth waiting for, I just find it very curious.
Am I the only one worried that it's been announced for over four months and all we've seen is that one ship, when it comes to screenshots, concept art, and the like?
So, to get any kind of cease fire or trade or anything, the AI has to like you. but... they ignore my missions... and they wont' send envoys, since they're at war already. But they're perfectly happy to ally with EACH OTHER! so... what do I have to do get the whole 'diplomacy' part of diplomacy to work? =P er, edit. The rep I get with them for doing their missions? That's sky high. The rep they get with me for... I don't know h