Fist......I'm so happy at seeing this.....but devastated at the same time for my lack of computer with which to play this gorgeous model line up on *sulks* hopefully I'll have one when you get the other models up.
BadTune
Bump because I missed this project and am glad I looked in. Having....or had rather, a shitbox computer for sins, this project was a god-send. It even got me poking around in the INI files to see what I could make sins, at least at start, prevent it from loading or condensing what I could. Unfortunately I post this
Have you thought about digging into the new DLC resource focus planetary upgrade. Though that would still cause the problem of And not or, unless you had it increase off existing resource asteroids in orbit. Like income based on income sort of thing. Though that's just a theory I jsut made this up after reading the forum post, I have no idea where to begin with this
fresh installed this morning after about 2 months, got the DLc and everything, downloading your mod and trying to install it was the first thing I did =/ Looked int he hub on steam and it looks like they released a hotfix at some point, don't know if it would be that, but it does make an attractive scape goat for me to glare at if that's not the case. Also, added you on steam when I saw you in the hub lol, thought it would let me send a message with the invite but seemed to no
[quote who="Stant123" reply="8382" id="3379506"] Quoting Hegemon76, reply 8380How can I make it so that there are zero superweapons? I'm in the constant folder of the gameplay folder and can't find it at all....thanks. It's not in the gameplay.constants file. There are a couple ways of doing this, but the easiest in my opinion is going to the player(faction).player files, should be
Hey Goa, I dled the new DLC and tried to dl your mod through ModDB and gamefront. My checksum comes out to this 30281256, I know it's wrong and any attempt to enable causes a minidump =/ . Don't know where it's going wrong, downloaded it 3 separate times and I keep getting this one. Don't know if the file was uploaded/downloaded and something happened or if gamefront's mirror just didn't get an update on the hotfix. From what I read though people were still playing it
Check in the ability's file, there should be a line that says "Buffisstackable TRUE" and then there should be another one not far from it stating the number of stacks, if you just change the first line the other is still set to 0 or 1 by default so you have to give it a max number, See the advent turret's ability for synergy, that one's stackable by 3 on the vanilla game.
Slap the text up here so we can have a look at it =3 I'm better with seeing and doing instead of inform and change =p
CLEAN IT WITH FIRE!!!
Couldn't you tie something into the losing condition or something that would occur on losing the planet? maybe make the planet project it's invulnerability(though I can't really wrap my head around how that would work for just the HQs) Maybe replace the "flagship" the game places with something of a large command ship that calls in the heros that, at the very least, can run from overwhelming assaults, just make it's abilities the summoner ones and give it about 10khp and some
*watched the first video on mute with the 3rd playing. Sips coffee, nods8 'lotta weird shit on the internet
Ability upgrade to allow 'chance of conversion' of structures. 'Will need to review possible enemy ship construction glitches'. Convert Deconstruct ability to capture on construction frigates, they remain in gravity well and spawn from the planet, make all stru
[quote who="harpo99999" reply="11" id="3263364"]for capitals it is near the bottom and looks like CommandPoints StartValue 0.600000 ValueIncreasePerLevel 0.200000 harpo [/quote] Scaling for that is pretty strait forward .6+.2+.2 =1 more command point so at that example, at lvl 3 this ship will gain one more command squadron though after level 3 it will take 5 more levels, so
I just find them too squishy to be any kind of useful in anything less than 50 with a heavy fleet to support them =/ and I thought the bombardment thing would work, the only way to outright kill a planet would be having 200 of the little buggers. But, anyway, I'd really like something like those implemented, or anything on them lol
Hey Goa, I had an interesting idea for the corvettes, thought you might find it interesting and possible to implement. Rebels: TEC corvettes - Sucicide bombardment .5% planet hp per corvette, death on use. Description: Overloading the antimatter drives of the corvettes, these Zealous pil
https://forums.sinsofasolarempire.com/408207 Check here, you can remove the entire backdrop and replace it with the star-scape. Works on all versions of Sins ^^
Hey Stant, for the values on the planets, 90000 seems big for the stars in game, thinking 75000/60000 would work better ans with the 90k the gravity wells lag with nothing in them for me =X
Just answer back "'cause you built a multi-hundred ship and think we have no lives and the time to think up that many names for you" :p
If anyone has time, could you take a look at the Vasari Loyalist titan's model, it has an engine spouting off a smooth surface on it's underside, doesn't look intentional. It also has an "invisible box" around it that pushes it's fleet around well beyond what it should have compared to the other titans and other ships in sins, it's about 2-3 times the norm. also, all the new ships in rebellion do some funky things when trying to get into formation, like the new sup
Can anyone take a look at the VL titan? The engine point for one, and it's over-sized "invisible self" that pushes it's own fleet around when phase jumping. It's like the modelers at SD got bored half way through making it and then just said "eh...it'll work"
yeah but they were all in game option menu things so I waited till today to update it, was too tired to stare at settings at 2am xD
One year later, i still see a few comments floating about on how to change some of the things in here. Oh well, figured out where rebellion's file was hiding so might as well update it. Enjoy all you newcomers who want to figure out how to do some "fine tuning" to your game settings. Changes do not alter your checksum for mods, nor does it make steam bitch at you and reinstall 'cause it's suffering from perpetual PMS. Anyway, enjoy, tell a friend, share the goodness.
Wow...had no idea the .galaxy files could be edited strait out with a txt editor. Oh well, less steps for me, and alot of search and replace for me I see now the task set out before me and I am humbled by it's magnitude...... This is gonna take a long time, if anyone's got them finished...or some of the maps finished I'd appreciate an upload. though I guess I could do one or two maps a day xD
I downloaded the latest listed off that forum thread for it. The mod folder is in my documents/my games/etc.. Edit: yeah, was my fault, a tiny oversight on my end. Fixed the mistake, works like a charm again, thanks again for the tools harpo, I have to try to put them together right in the future. *trie
[quote who="Stant123" reply="7609" id="3200078"] The thing about Rebellion is that the values listed on the entity files don't matter anymore. The values that got added for every single planet/star entry in each map overrides anything the entity for the planet/star says to use, so to fix it, one has to go back though every single map and change the thousands of values. Be advised it took me a few hours to go through with a script to add in the lines in the first place and