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worldstrider
There's a new sherrif in town.
Somehow I had missed this thread before--really nice work here. FYI--I can do some voice work if someone really needs it. I used to make radio commercials and did my own audio editing. So if you need an extra voice for variety or something let me know (I walk around all the time doing voices in real life--drive thru's are always epic--I can have the entire store packed in the little window waiting to see "who that guy is") [e digicons]B)[/e] I'm not evil..
Cool. Any help appreciated and no worry on time. I'm trying to build a sort of prefab library of effects I can use for mod ideas and this is one I'd like to have. Looking forward to seeing the poc--thanks much! (this is the other me). [e digicons]O:)[/e]
FYI--with the recent beta I could not mount Distant Stars. Game would say it got an unusual call to stop and would shut down. I am able to load Celestial Bodies and I have used it and your mod in the previous beta versions. ...and NOW I note the above post. [e digicons]:X[/e]
Giving the AI Ogrevs and the like when encountering SBs would be a start.
On the plus side, it loads faster for me than the last beta.
Ya'll know Ironclad and Stardock are actually businesses yes?
How would we live without drama?
Good info
[quote] Edit; sorry Ryat is Correct, you can colonize them but they do need to be colonised. Also the appropriate planetry upgrades may be needed. [/quote] I have had them already colonized at the start and maybe that is the problem. Normally though they are a logistical structure and Dead Asteroids have no logistical slots. Unfortunately, I can't place a structure at an uncolonized world though I could abandon it with the structures still intact and
Ah--it does require modding. Thanks guys...that does clear it up. I thought you could simply add the Star Base Constructor and Envoy ship in like any other with a map template. I created a campaign style map with vanilla Sins and halfway through it, Entrenchment came out. So I retooled and then Diplomacy was released. As a result, I added to player positions for the AI so that Diplomatic considerations would be in play--but I didn't want two AI's butting in mil
Anyone with insight into this would love to hear it.
As the leader of the clueless, I thank you.
Let me know if it works--I would like to check it out. That's an intersting effect for a planet.
What are the item names to use in a scenario template for them? I've been guessing from the entity files but I get no spawns at planets where the templates are applied. Is the tech required to be researched for them to appear? (that's not the case for other items). So I am guessing I am using the wrong name or else not aware of an issue. Thanks for any help. On a related note, I have gotten broadcast towers to spawn at dead asteroid worlds--yet they do
Excellent job. I have downloaded all the others and none of them worked properly for me--crashes, conversions but no actual file changes or creation, etc. This one worksb great and is a true gui (even though I am an old net hack I really don't like command line when avoidable). I am 32 bit XP--I assumed you'd know but you are correct. Keep up the good work--very smooth and no glitches.
Good job on getting those reports in guys--and go devs! I love when a plan comes together.
I ran it earlier today right after posting this and had an issue with Xp showing "Sins not installed properly". I downloaded the revision and it works perfectly as designed (just be sure to specify the Sins version before conversion). I did a simple entity file from Sins to a Desktop folder and then re-converted that file from the folder to desktop--no problems at all. Great job and a fast fix!
I actually have been concerned about climate change--as well as other things for years--but concerned in the sense that it not be negelected for real study and scientific examination. No doubt humans push the scale but so do cow farts, marshes and swamps and volcanic eruptions and disturbed sea and lake beds. Wanting to take action is fine but its the scale of "global" warming that makes this need more than "good vibrations" and new earth slogans to attack. Tryi
I wouldn't be a fan of "infinite building" for them but I like uberpirates--simply turn the pirats active option off if they are too much? I do like the idea of a "weak pirate" option--we could call it the "wimp setting" ;)
The Colts are gone. Saints rule (finally).
SINs would work as a "background creator" for a roleplay world. Resolve diplomacy, expansion and combat in-game and THEN roleplay--somewhere else--based on the results. The game flow doesn't really accomodate much more RP than "Die Vasari scum!" and the like. Kind of like RPing a game of checkers. "Crown me varet knave and yield your kingdom to me as I have swept over your troops and reached the farthest boundaries of they kingdom and demand the return of my
Oh wow--what a great tradition. It's like a national SNL. ;) Would be awesome in the US to have one week a year where they aired nothing but coverage of this sort of thing on the national and local news. A man can dream.
I know there are a lot of rationales and a lot of varying context for things scientific--not always as intuitive or black and white as things seem. My point is that scientests are humans too. People of like strengths and weaknesses, biases and foolishness as well as wisdom. Many of these scientific issues are also social issues and it is important for science not to confuse the two as the same; i.e., science does not direct social issues and social issues should not dir