thank you very much..I really apreciate this:)...and THANK YOU for +1 :)... I'm done for today...I really need a beer..taking a break now:)
radu1
looking now...hmm this is pretty interesting
well, I'll just finish my map without custom militia on neutral worlds...I just wanted to add 2 capital ships to every neutral world, besides the default militia...
I forgot to mention that the map I'm trying to make is for star wars requiem mod, not for sins...I made a few maps for this mod using GF, but none where I could add militia other than the default one
but.. is it that hard?.....I can add any ship I want to planets that I own...but when it comes to neutral planets..they just don't show up...what I don;t understand is why are there 2 menus for adding ships or structures to a planet ??...one when you click "edit" on a planet, and the other one, when you click "edit" on a template.. on my own planets I added ships and structures from the first menu..I never touched the template menu...but when it comes to adding ships to neutrals, it just does
I have a problem with galaxy forge....I just can't add militia to neutral planets..I uncheck "use default planetary template" , I add a group, in group editor I check "always" / "NoOwner" , I add the ships that I want, and when I go in game, there are no ships at that planet..what am I doing wrong ?
exactly...."have it decrease the allegiance of enemy planet it's stationed in"...that's exactly what I want..but I got another problem...I don't know how to mod abilities..I only figured out how to mod ship entily files, or how to add a new ship or a new race ..so I only know how to modify existing stuff...I dont know how to "make" stuff, how to program a new ability..I know it's not that hard...but..can anybody help me out?...just help me out with a few "lines"..and I'll figure out whe
I'm trying to think of a way to conquer a planet without bombing it ...is it possible to give a capital ship an ability, so that when it enters an enemy system, the culture of the enemy planet starts dropping, so after about 10 minutes the enemy planet becomes neutral ?cause it would work great with a "blockade" ability and an "embargo" ability
good luck then
so the book is not finished?..cause I would buy it right now...I love reading stuff like this..for me a book is much better than a film..especially if you have imagination...
is there a story behind these races, this universe ? and if there is, can you give me a link ?..amazing work ..I watched your video 10 times today...really amazing
delete the PipelineEffect folder in the mod.. or rename to PipelineEffectttt...
I have no problem playing this mod.. It runs perfectly..I play the Entrenchment version for a very long time now, and I had absolutelly no crash so far...only play 30 planets max with low fleet capacity, but that's the way I like it (I dont' like to save and load the game later, so I finish it in one go)...and it's very smooth despite my pc being about 5 years old
I did the Danube research..but...what does it do??? I can't seem to find the Danube Minelayer..where should I be looking ?
thank you for clearing that out...I managed to replace the explosion effects from 0.4.2 to the newest version for Entrenchment...I copy\pasted them from the "particle" folder...
download the file, extract it into Entrenchment mods folder, start the game, go to options and enable the mod...pretty basic stuff
is it just me or the explosion effects are not the same as in the older version of SOA ?? http://www.youtube.com/watch?v=FXx-acw5KKg&feature=related ...this is an older version on youtube, and look at how beautifull the ship explosions are ... in the new version it seems that the explosions are the same as in vanilla Sins...
hey guys..can the "attack run distance" be decreased?.. the ships just go too far from their targets before making another pass..I don't remember ships behaving like this in the older version 4.2e...it's a game breaker for me when two battling AI ships just chase each other forever...because the ship that's being chased doesn't have enough distance between it and the target in order to turn back at the target.. edit: if I change the "usefighterattack"
will there be a new version of this mod? cause I really want that CIS Malevolence capital ship
hey guys..I have one question about the rebel nebulon b escort...the description says that it has long range missiles, but in fact it only has 2 very very weak lasers .. is this a mistake or something?...is it ok if I copy the weapons from the empire's nebulon b frigate and paste them in the rebel one over the current weapons? cause they both have the same description? (and they are both actually the same ship ) or maybe I should put the missiles from the rebel long range frigate, and make th
now that's what i'm talking about..thank you very much for the update..:)
You guys have any idea about when the next version is coming out ? cause I really want that Hyperion...
beautiful..can't wait to take it to battle...
I just found the problem..I forgot to to change the first line from "WeaponType "Projectile" to "WeaponType "Beam"..now it works just fine....I always tell myself not to start working on stuff like that after I had about 6 beers or so ..:) ... but inspiration strikes when I'm a little drunk :)