[quote who="wbino" reply="395" id="2683127"]Would'nt a MAJOR savings in memory come if someone fiqured out how to dock all those strikecraft when there are no enemy's in the wells? Instead of the game having them flying around their carriers all the time. just my 2 cents.[/quote] I guess the real question is whether or not there's a "default" modifier for this... or a way to emulate one...I don't see anything about it in the squadtechcombat entity file, but that doesn't mea
Caudyr
I'm pretty sure 4 is the limit because that is the limit of the UI itself. The window can only show 4 different types, I believe. There might be a way around that, but I don't know. I don't know if you can change the # of "slots" in the UI, either...in order to make it possible to do what you want...if you could though, I imagine it would probably take some pretty extensive modding to do so, but it might be hardcoded into the game.
[quote who="DirtySanchezz" reply="5" id="2674264"]It's always struck me as being rather silly that Galaxy Forge or the game's engine will not allow mappers to specify the number of resource rocks in a gravity well.[/quote] The only thing I can imagine when it comes to that is..."hindsight is 20/20" and there's also the fact that there was probably no way for them to properly get everything people wanted to be able to modify into the game...without making the data TOO open (it's alread
Doesn't trinity come with the latest patches already applied or something? I dun remember for sure... Also...bhosimi336...while I wouldn't count on it...given the depth of the patch and whatnot, it's hard to say and may be quite possible. From what I've noticed the graphical quality loss is very small with the model "refitting" and whatnot, after all (because of the sheer # of "extra" polys and vertices in it to begin with).
Isn't it something you can do with the planets themselves? I know there are certain "custom planets" that are put into mods and whatnot that will only get certain kinds of asteroids and things like that. From the looks of it this is done by changing the entity file for the given planet. You could simply make it so something that you can naturally "avoid" choosing from the "random" planets selections and not create a new planet (but you'd have to make sure to make a new mod folder and do the c
[quote who="soase-maelstrom" reply="64" id="2673023"]Hi Caudyr, How about this for a huge map ... 100 billion stars, for a galaxy, and each star has several planets. As a keen colonizer I'd say it would keep you busy for a while! Trade routes would be out of control!![/quote] Yeah, I can agree...it was more an observation of the "misuse" of the terms when the "star" looks like a galaxy when you zoom way out, lol. Not saying it bothers me, just something I found a littl
True enough, and I was just curious about that. The whole "dark star" thing at the center of the ancient world is an awesome concept. It'd be pretty awesome if there were a way to make it so a race could "colonize actual stars" at the center of systems. One thing I never got about the way the system is set up is it seems the "stars" are actually galaxies when you zoom out in the standard view, lol...why wouldn't they just be called "galaxies", then? Anyway, awe
Just a note about your website...if you go to the home page (at least for me, using the latest version of Firefox)...you can't click on most of the links on the left side of the page...I was only able to click on the picture links for the fleets of the 3 new races as well as the orbital structures pic page. I had to put in what i guessed was the "Credits" page's URL based on the other ones...and then once i got to that (http://www.soase-maelstrom.com/maelstrom_002.htm for reference) I was abl
Another option, although maybe not exactly what ur looking for...is to make the "kamikaze fighters" an ability for the ship(s) i.e. Carriers and Capital Ships. When activated it "summons" a bomber and sends it at the target. There may be a way to have it summon more than 1 and then have them form a formation somehow...it might end up being similar to the fighter squads, but it wouldn't be quite the same. The summoned bomber would have the "kamikaze" ability that the advent guys have..
[quote who="Syneptus" reply="5" id="2670015"]Cant change planets. Can only add buffs to them.[/quote] I had a feeling that'd be the case...had to be a limit somewhere, lol.
I doubt there's a way to do it but you could always "create" something that changes the wormhole into a "planet" of sorts - make a "new planet" type that's basically an enclosed wormhole. Effectively "closing" the wormhole...it'd be colonizable as an "artificial planet" of sorts...if you still wanted to be allowed to go through it you may be able to set it up so that the wormhole is "still there" but only for you - if it's possible it'd prolly be a lot of work, though. =x I doubt it's
Holy crap the optimized vasari constructor is a huge difference between the original and optimized...heck even the advent is a pretty big difference. =x
Maybe when the extractor blows up you could have it put a "buff" on the orbit object or whatever, that won't allow a new extractor to be built on it? I wouldn't know the details on how to do it...but it might be possible, I dunno...
There was also someone who was trying to rework this to work in the latest version of Vanilla Sins...I dunno if he/she ever finished it or not, though. I could be thinking of the predecessor/successor - whichever one it was, though. EDIT: Never mind...the person I'm thinking of was working on SINS Plus I believe.
Man, there's no reason to apologize about taking a week off or whatever, for whatever reason. You guys are doing a fantastic job, lol. More than I think I could ever pull off w/my limited knowledge of the meshes, etc. I learned 3dsmax in high school, it might've been pre-version 2, I don't remember anymore. I was a senior in high school...which was 2001, haha...god time flies. I haven't touched it since, since programming has always been my forte, but maybe I should get my hands on a
I recommend 7z as well...cause well...it's free! :P
You mean something like how the wormholes work...except for anything instead of just between wormholes? If that's what you mean, it might be possible...but I haven't been able to figure it out and honestly haven't spent much time on trying to do so lately... I know there's a wormhole modifier thing - but I'm not sure it can be used on anything outside of the planet entity file(s). I think there might be some sort of hard coding that does it for the wormhole planetary s
For reference...do you know what 1 and 2 are for specifically? if 3 is support and 0 is front line...are 1 and 2 the flanks? or is it something else?
The "show cargo ships" thing did it...I honestly didn't even connect the dots for that before, lol. Thanks!
Is there a way to make these not show up on the screen when you are zoomed out? It'd cut down on my lag so much if so, heh. >_
[quote who="harpo99999" reply="5" id="2623249"]I think that I might have found the reason for the phase scouts to not autocast in each GW. the aiUseTime was set to NotInCombat which would only happen in GW's that did not have any militia/pirates/enemies, I changed it to Anytime and it now casts in every GW harpo [/quote] Yeah, in my case I had to remove the antimatter cost and delay sections of it and then it properly turned into a "passive" ability l
[quote who="harpo99999" reply="3" id="2622051"]as far as I know, they execute depending upon availability regards cooldown (and AM where needed) and whether it is already active, all depending upon the conditions & finish conditions. as an example the phase scouts mod with the phase to well autocasting will autocast on each well the scout goes to even with the explore autocasting. harpo [/quote] Any idea why it wouldn't autocast, then? Most o
[quote who="harpo99999" reply="1" id="2621978"]caudyr, the only way to limit items other than starbases/mines is through the logistics/tactical slots required for the item, BUT from further reading of your post it appears that you want to re-create the phase scouts mod which was for sins 1.05, and i and others have translated to entrenchment. the trick is to use an ability to trigger the phase node. which is the only way to limit it to only once per GW. harpo
I was just wondering if there's a modifier/constraint that limits an item to 1 per planet system. Also, please keep in mind that I'm new to modding SoaSE...although I'm learning quickly. [e digicons];)[/e] As a bit of background...I'm trying to set up a new phase "gate" ability to put on my scout ships that will allow them to place "phase gates" in new systems they explore...but only if there isn't one there alr