hey guys... am I missing something or the beam weapons have absolutely no effect on Advent ships...I made the heavy frigates fire beams, an I sent 3 heavy frigates against 1 Radiance Battleship and 1 seeker vessel..2 frigates fired on the capital, and 1 frigate fired on the enemy frigate...and absolutelly no effect..their shields did not come down at all ...nothing, as if they were invincible....they destroyed my frigates, and the enemy ships had absolutelly no scratch on <a href="http://them
radu1
hey guys..how is the hyperion coming along? have you started working on it yet ?
I decreased the number of fighter and bombers that can be carried by carriers and cruisers, but I increased their strength and their weapons power..I also decreased their "exhaust Trail Width" to 2...and decresed their exaust trail detail....and now I have no problem with lag..it is really amazing actualy..and very simple....in case of the fighters and bombers, the thing that is causing the lag is that trail exaust effect...now I
thanx fredled
thanks..that's what I needed..Downloading your mod now.....I'm puting Babylon 5 ships against Battlefleet Gothic ships...and I made the BFG ships a lot more powerful ..so I need a self destruct button on some of my ships, to take their whole fleet down with me...
I'm trying to add a self destruct ability to one of the ships...I simply took the TEC star base self destruct ability and gave it to the envoy cruiser...but the game crashes imediatly after the envoy cruiser is build...I know there must be some changes I have to make to the self destruct ability so it works for ships too,but I don't know what to change..I want to modify the ability, so it will destroy everything in a 2000 radius, not 8000 like it is with the starbase...can anyone help me plea
I want to give the Tec a new ship..a small shuttle, smaller than the Arcova...and give her the vasari ability "phasecloak"..and the "timedcharges" ability...modifying both abilities a little bit...the idea is to get a commando team in the shuttle, make it invisible, and send it very close to an enemy capital ship, where the commando team will board the enemy ship and it will plant charges to criple the ship ..or it can use the "blackout ability" , or the "sabotage engines" ability, or "
beautiful
something is wrong with the weapons of the beta kol that rj uploaded..all weapons fire from one single point in the middle front of the ship ..is there a way to correct this? ..and I see in the picture that myfist0 uploaded of the kol, the fighter bay is blue ...the one that rj uploaded has grey fighter bays..
but I didn't use the beta kol entity file..I used the new Kol entity file and only changed the mesh line in the file...
this is the mod i downloaded after I found out that the beta kol and beta marza are in it..(it only took 10 minutes for me to download)...http://www.filefront.com/13863696/7_deadly_sins_2.1.7z/ (I only downloaded it for the beta ships..I don't know if the mod itself works or not, I only play mods for Entrenchment and Diplomacy)
thanx guys ..I really need any ship that is not in the final Soase version...for a project of mine...if it's not too much trouble, please upload them..
hey myfist0..I just sent you an email with the beta kol and beta marza, zip is around 8 megs.. If you can make them work for Diplomacy, please let me know.....edit: one more thing, when I transformed the Kol mesh to text, I found an error at the second texure line : "SelfIlluminationTextureFileName "CaptialTCABetaKol-da.dds"....so it said "Captial" , not "Capital"...I said to me this must be why the game crashes...I reloaded the game, but it still <a href="http:/
thanx myfist0..I will upload it as soon as somebody tells me how to do that:)
I downloaded 7deadlysins version 2.1 from filefront in order to get the beta kol from that mod...but i have a problem...the beta ships are not compatible with Diplomacy ??..I put the mesh in the mesh folder, the 3 texture files in the textures folder, and I replaced the mesh line from the entity file of the new Kol with the one of the beta kol...and when I enter the game, it stays black for a few seconds, than it crashes...can someone help me pls?
hey guys..does anybody still have any of the beta ships ? especially the Kol ?..please anybody post a link, I would really apreciate it....I only need the mesh, I'll use the textures and entity file from the new Kol
Hello...when do you think you could give us the Hyperion Cruiser or the Warlock ? My fleet of Omega Destroyers just doesn't feel right without these 2 ships...
you can have different manifest files for every 2 races you wish to load:)...you must have a lot of manifest files for every combination of 1versus1 from all of the 10 races, but i think it can be done... so i have a mainfest file with all the entity files from all the races...and if i want to play race 2 versus race 5, i take the manifest file an i delete every reference to all other races except race 2 and 5...you understand what i'm saying ?..please correct me if i'm wrong........edi
and that's why i only play small games with 20 planets max and only 3 races max...and when i said i have 10 different races in 10 different mods, i didn't mean that i load them all at once...only 2 races at a time... so the game doesn't use so much ram...i know that in a game with multiple races like 7DS , if you play 1 versus 1, the game loads all the other races too, even if it doesn't need them, ...but you can also change some "playerrace" files so the game doesn't find them an
i should have said in my last post that by adding other races, all i did was adding other ships from other mods, and i added a playerrace for each race...that's all...all races that i added are using the existing technology trees and the existing race pictures..i am not a modder , all i can do is add stuff to the game, or modify stuff that is already there...i can't "make" stuff...so if you make , let's say , an entity file called "PlayerFed" , and you replace
and if you go into the gameinfo folder and you delete or change the name of , let's say, playertech entity file, and play a game Vasari versus Advent, the game will only load these 2 races, right? cause it can't find the Tech race file...tell me if i'm wrong...so in my case, with only 1 gb of ram, i can have 100 different races, as long as i load them separately...and i only play 1 versus 1....or 1 versus 1 versus 1 tops...
can't a mod be created for every single race that is added???so i have 10 different races in 10 different mods...all of them compatible with each other...and if i want to play ''race6'' versus ''race9'' , i only load these 2 mods- "race6" and "race9"...that's what i did...and it works perfectly..and i play Sins on a pc with only 1 gb of ram...and i have noo problem..
yes I understand...it was that simple...thank you very much ZombiesRus5
hello....I put 3 types of weapons on a ship, all of them capable of firing on all sides, front , back and sideways...can anybody tell me what line I have to modify in the ship's entity file, so the main firepower of the ship comes from it's sides ? i mean , when i give the atack order I want my ship to turn on its side to fire..just like the ships in the Freespace mod....cause i don't get it..if the ship has weapons on all sides , who tells her to turn sideways to fire ?...thanx
is there another link from where to download this mod besides the official site? cause i can't login unless I pay