Making home plants start with no pop and no frigate factory would kill the AI.
Lavo_2
Easiest way to deal with events is include a RandomEventsDef file with 0 events, this way you don't have to worry about updating your manifests and whatnot.
[quote]I'm thinking one of a kind uber ship that just randomly screws with all the players.[/quote] Hello Mad Vasari Titan. I am fine, how are you?
[quote who="ZombiesRus5" reply="10" id="3417417"]If it's for all planets you can use one line with "Invalid" as the planet type IIRC.[/quote] Pretty sure it wouldn't work; for planets Invalid is actually a real planet group.
5 weapon slots is plenty IMO. With how Sins' weapons are set up, you really don't need more than 5 slots.
[quote who="JasonFJ" reply="23" id="3416574"]"Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Support/DamageInfo.h(72) m_AttackType != AttackType::Invalid"[/quote] One of your ships or structures has an invalid AttackType; I'd wager it's a typo of some sort. Might I suggest installing and running zombie's eclipse tool? Should find this easily.
[quote who="GoaFan77" reply="21" id="3416507"]Don't you mean Novus Universum? [/quote] Nope, I've swapped out Novus Universum's skyboxes for IS'. Helped solve some issues with weapon particles rendering; the former were taking up too much particle resources or something. Also helped load times.
Time to try and clobber together a makeshift one for IS. Edit: Or, with good abuse of alpha channels, make a filler one that does nothing at all.
It's a pleasure to see that 1.8 hasn't brought about any serious game breaking changes while adding quite a bit of substance to Sins. Also don't forget about these new random events and their related files.
Tomorrow, a new Sins DLC pack and a new regular patch, version 1.8, are scheduled for release. I would recommend for everyone to make a copy of your current Sins folder, located in ...\Steam\steamapps\common\sins of a solar empire rebellion to ensure that you will be able to play all your mods encase 1.8 breaks mod compatibility. That being said, I've been planning a new full release for the past 2 weeks or so, it's been delayed due to a combination of midterms a
You're enabling it ingame, that's the problem. ;) Read the ReadMe please.
[quote who="Sinperium" reply="3" id="3414338"]What's the limit for the number of particle effect meshes on a ship[/quote] As far as I know, no specific limit outside the total particle limit. [quote who="Sinperium" reply="3" id="3414338"]is there a size constraint on effects meshes?[/quote] Nope. You can even make whole planets out of particles! Just like the Wormhole and Storms in vanilla Sins.
[quote who="GoaFan77" reply="2024" id="3412766"]Maybe you should try the conditional the Eradica uses to spawn it right before the capitalship dies?[/quote] That could work, didn't even think/know about that conditional, thanks!
So I'm trying to make a passive ability for capital ships that spawns a frigate once the capital ship is destroyed. Tried two methods, one with an ability+buff, and one with just an ability. Not sure why this isn't working and crashing the game; any insight is appreciated. Ability+Buff vers Ability only
Noticed something interesting today. On Unfair difficulty (at least), the AI has it's cap for trainable capital ship crews increased. I noticed this as by default SoGE has no trainable capitals, but the AI was still somehow purchasing capital ship levels.
SoGE has no intro cut scene. You have to wait for it to finish loading.
Why would you use the terribly limited, 32-bit, Iron Engine for a new game? That sounds like an awful idea.
I'm pretty sure that's not the right ball turret, judging by the F7A. I'd rather leave the top turret swapped out for a cargo hold, at least until I get a Freelancer or something similar. [quote who="G_Bison" reply="197" id="3410115"] Anyone wanna ride in the back seat of my super hornet and make the pretty pew pew lights fly at some poor bastard?[/quote] I'll take you up on that!
The R9 280X looks great for it's price range. If Newegg is any indication, it's cheaper then the 770, let alone the 780!
This engine looks like it will turn the strategy genre on it's head. I'm looking forwards to see this in action, eventually. [quote who="Frogboy" reply="15" id="3409396"]Sins 1 uses the Iron engine.[/quote] Sins 1 eh? Does that mean there's plans for a Sins 2? :P
Makes me glad to have a Hornet. Also makes me want that bottom turret... I know what is second on my ingame "to buy" list now!
[quote who="N0ami" reply="2" id="3408526"]I'm actually using SoGE and I can't directly jump to any planet [/quote] Yes, because it's an addon and not avaliable by default. :P [quote who="N0ami" reply="2" id="3408526"]I need to follow the phase line like vanilla. Can you tell me how to enable this feature please? Thx[/quote] I don't follow. What do you mean by "follow the phase line like vanilla"? What I've done is essentially put an invulnerable pha
While there's no specific mod for vanilla Sins that does this, I've done it for SoGE, so I can just put up the files needed if someone feels like doing a version for Sins itself (GalaxyScenarioDef editing is required).
To add to Goa's post, there's also the question of which lore is even considered canon. With reference to Star Wars, some people may figure that the Clone Wars CGI series, save for possibly a few events or ships, is entirely non-canon due to irregularities in the show and as the people in question may find it to be drivel. Then there's the question of what to do in conflicting or seemingly conflicting statistics. For example, there are some that consider the Imperial Star
These latest Ork ships look quite well done.