Thanks Larani [e digicons]:grin:[/e] I just played a game and seen the Dominion AI kick Martok's ass and are now pushing back the Borg. [e digicons]8(|[/e]
myfist0
[quote who="Painusage" reply="4778" id="3464915"]sorry for the long post u guys. more definable with the pictures.[/quote] Ohh, so your not a spammer? Usually when someone joins a forum and leaves posts that have nothing to do with the forum or the thread, they are just spamming. I really didn't see the point of your info here, in this thread, but Sins has a PC Gaming forum, it would go fine there. https://forums.sinsof
[quote who="Davidmourning" reply="4775" id="3464687"]Anyways, would love to hear your thoughts on it. Keep up the great work![/quote] Great post. We have been working on making DOM AI more competitive in every recent patch and we usually don't do to much at once, but you have some very good idea's IMHO. We'll get back to you soon. Keep them coming. [e digicons]k1[/e]
[quote] I know the sound file is ok as I renamed an existing sound file to test this.[/quote] Goa, looks like he renamed for testing but wants a new entry. Did you update the count at the top? Each section is 1 count. Learn to use the dev exe, it will show you a lot of errors.
What's your Steam name? or, in your Steam friends window, there should be a groups tab with SOA2, use the dropdown arrow and "Join Group Chat". So sorry, I can't remember what sounds to which you are referring. We have had Mike jump in to do a few sounds and supply us with a lot of old trek game sounds, and now NewHorizons has the teams okay to be totally in charge of sounds, so it has been quite a while since I added any. Frees me up to do art. Anyways I
I reported that post as soon as it went up, looks like they are a little slow, or don't give a damn about spam as long as it's buried in other peoples threads. I'm hoping it's the former. I wouldn't mind seeing this thread die and everyone use our Steam Group page or modDB page to post comments. Visiting the modDB page does help our modDB ranking but
Installing Mods http://steamcommunity.com/sharedfiles/filedetails/?id=226860243
Should work alone, or on top of a mod, as long as that mod did not rename the DLC assets. Still need to turn off Random Events in the Game Options, those are built into the engine.
[quote who="tjashen" reply="84" id="3463187"]It just saddens me that another franchise I grew up with is in his hands.[/quote] THIS^^ Has this tardo ever done anything original, or just constant rip off and wreck?
The Keldon is an elite, it should be easy to spot in the fleet tree as elites are at the top of the group and Galors are frigates. I always us XSI for resizing, but I have the model already in a XSI scene which I do not make public. To many people use models and don't credit who made them and use without permission. I never did try the resize tool, so someone else will have to help you with that. Always helps to know what resize tool you tried.
http://www.moddb.com/downloads/autodesk-softimage-mod-tool-75 boundings are set by the model size, basically a box big enough to hold you model.
Sore Loser Believed To Have Called In SWAT Team Hoax After Getting PWNed In Game Of COD <span class="watch-title long-title yt-uix-expander-head" style="font-size: x-small;" title="Sore Loser Believed To Have Called In SWAT Team Hoax Af
[quote]The guy's made a newer version that also accepts Rebellion meshes and also accepts both bin and text meshes.[/quote] oh, that's good to know. [e digicons]O:)[/e]
you need to convert the mesh to text, look at the material sets at the top, and move all those textures with the model. Learn to use the DEV exe, if a texture was missing, the Dev will tell you. I am using multiple material sets now for models. I rebuilt the nacelles for the Connie, and made them an object, and used that object for Miranda and the Siege. I put the new textures on whatever empty space I caould find so they would look better but not use more RAM. [
[quote who="GoaFan77" reply="2" id="3461412"]Actually the one I use seems to work just fine with rebellion meshes. [/quote] right, that was the 3DSmax importer script that needs trinity meshes. Well I use XSI, took me 30 secs to rescale and convert [e digicons]:-"[/e]
Not sure why you can't just play either SOA2 or Armada [e digicons]:annoyed:[/e] https://dl.dropboxusercontent.com/u/62930032/FED_Frigate_Scout_Constitution.mesh The resizer tool is for Diplomacy/Trinity meshes. You can either make the mesh compatible to that or download the SOA2 diplomacy mod.
[quote who="jwagne51" reply="4762" id="3460999"] Hey guys do the Klingons have an ability to take over frigates?[/quote] I have seen the Klingons take a Borg sphere and where flying it back to Kronos as a trophy. :)
[quote who="jwagne51" reply="4758" id="3460576"] OK I have a question about the Echo Papa 607. When you take the planet is it supposed to switch to your side or is that planet just not inhabitable?[/quote] When you take a planet, the one attacking you is still programmed to attack. Take the planet, you then tell the computer that you will buy one, becoming a customer, the next one that spawns will be yours. It would be too easy to just rush the planet and switch the
What are you using to edit, other than planet placement, I use notepad++ Are you editing stock maps in the install dir, or custom in Galaxy Forge folder? Or mod maps? Try copying a map from Trinity install dir to mods Galaxy Forge, maybe rename the file. Edit with notepad and load map from the Galaxy tab, Not small medium or large map tabs
[quote who="TopAce6" reply="670" id="3453136"]Any idea why the playerRace.entity files wont convert? [/quote] My experience is that if a file will not convert, it has missing lines added for the new versions. Like its missing a new rebellion sound link or something. I would use notepad++ compare and compare it to a player from the reference files. EDIT: Converting entities does not help with performance much at all, binning the meshes is the biggest benefit.
The random Klingon raids are from the House of Duras, they will have a colony nearby you need to eliminate. Watch out, they like to hide cloaked ships all over the damned place. The Maquis Dreadnought is tough, it, will raid later game so you should have a sufficient fleet nearby to take the shields all the way down and stomp it, otherwise, let it kill everything in sight and then blow the crap out of your planet. If you don't have bombardment shelters, all your people on the plan
[quote who="bojangles9999" reply="4751" id="3460452"]thanks for any help.[/quote] you need to remove it from the PlayerFed.entity research list and change the count. If you remove from the player research list, you should not need to remove from the manifest or delete the file, the file will just sit there unused. I do this with addon's research so I only need one manifest. Once the original research is no longer there, then move to the next one and remove the prereq's
The Ministry of Truth approves of this relatively meaningless story of an immature child's mistake going viral, and all the public persecution helps our vision of the future. Anyone that disagrees will soon be escorted to the Ministry of Love for re-education.
They will milk this Iron Engine until something better comes out. Until people stop buying all the new paint jobs added to the current engine, why bother with a new one?
[quote who="TobiWahn_Kenobi" reply="4527" id="3459571"]The red channel is never used, so I leave it blank. Reason for not using the red channel is that is has less bits for compression reasons which is fine for colour textures, but not for normalmaps. Therefore the red channel information is stored in the alpha. Blue is not used either I think (height information), but i leave it there, just in case it gets ever supported)[/quote] That is awesome to know. [e digicons]k1[/e]