You could always make a mod which does this by creating phase nodes everywhere. This way you wouldn't have to do this much work in making a map; this has already been done in a few mods, so you can build off of them.
Lavo_2
[quote who="Seleuceia" reply="52" id="3431754"]Any stability improvements with this next patch? MDs are rampant on ICO, multiple people crashing a game....[/quote] Just have everybody use Large Address Aware on the Sins exe; this will increase stability dramatically on ICO. SD/IC really needs to reopen the book on doing this officially.
If your primary concern is memory issues, just make sure each of these "identical" ships use the same mesh, because as long as you do this memory will not be an issue even if you give each faction their own ship entity (lets you give each faction a unique research unlock, custom icons, etc). The reason this works is that the primary offenders when it comes to memory hogging, outside of pathfinding, are textures and meshes.
[quote who="TobiWahn_Kenobi" reply="4379" id="3431063"]spawnShipsArrivalDelayTime[/quote] This does absolutely nothing in practice.
[quote who="Frogboy" reply="37" id="3430806"]Yes. It's very moddable. It would be interesting to see someone put together the Revenge of the Sith opening battle with it.[/quote] Welp, there goes the first month of the next school semester.
Hello all, I reinstalled Windows yesterday, along with .NET 4.5 and all the usual software. I also confirmed that .NET 3.5.1 is around and functioning, however even with both of these .NET sets, the Galaxy and Particle Forges do not open and instantly crash when they are launched. As I verified my Sins of a Solar Empire: Rebellion install to ensure both are up to date, I'm wondering if the two need a specific Microsoft Visual C++ Redistributable Package, or if they require some other soft
The mod works fine without the Sins beta; download the version which got approved today and see if that works.
[quote who="earljohnston" reply="63" id="3430224"]This is exactly the kind of BS that causes people to avoid paying for retail games.[/quote] This is also part of the reason SoaSE:Rebellion didn't go retail I'm sure. ;)
TitanUpgradeLevel is the only way for abilities to work on Titans as the Titans' upgrade system is the same as the star base's.
Very nice update here. The thought of all ships having turrets is making me drool. [quote who="Heavenfall" reply="1" id="3429428"]There totally needs to be a Star Wars episode 1-3 rts game made with this.[/quote] Once there's a solid space RTS based on the Nitrous engine out, odds are you will, at the very least, be able to count on me and a couple of others going to that game and making a Star Wars mod for it. It wouldn't be surprising if there would a Clone Wars com
OnlyWhenAttackTargetIsInFiringSolution is valid, or should be.
That model isn't half bad, it's a pretty solid start! And certainly better than anything I could hope to come up with myself.
[quote who="GoaFan77" reply="3" id="3428563"]Well it's certainly a possible, but my money is that Ironclad will make an Iron Engine 2 for Sins 2.[/quote] Seeing how Nitrious isn't a 100% finished engine, but rather the foundations for a full engine, I could see Nitrious being the foundation for a new Sins engine.
[quote who="ZombiesRus5" reply="2071" id="3428238"]I thought that was in Stars... Planets can add scalars to the texture... [/quote] Meant to say stars, but yeah zombie's right.
[quote who="Wintercross" reply="2068" id="3428221"]Anyone know if you can set certain planets or systems to use a specific skybox instead of picking one at random?[/quote] Planets can be set to use specific skyboxes.
[quote who="Darvroth" reply="4356" id="3428051"]If I recall the BSG mod has you hand in it, would you mind sharing how you worked the colonization ability creating planetary defense modules? I'm toying with it, I know it can be done, but I'd rather not reinvent the wheel if it can be helped.[/quote] I would imagine he made a buff which spawned those structures and in the colonization ability file referenced said buff in the afterColonizeBuffType line.
That actually is a "feature" with the base game, not SoGE. That said, glad you have things working now.
There's a structure called a Supercap Factory, which is what has the ability. When you set up a game, go to the Game Options and make sure that Supercaps are Enabled.
I hope that Unfair is left untouched... It's at a really good level as it is, nerfing it would be tragic.
[quote who="Yarlen" reply="11" id="3427429"]No, not at present.[/quote] Is there any new estimate on when these changes will be implemented, as they were supposedly going into this update?
[quote who="GoaFan77" reply="2" id="3427185"]Well, a lot of newer players were complaining that the difficulty jump from Normal to Hard was too much since normal got revised down. Especially on the steam forums.[/quote] While I can see that, I think the solution is buffing Normal and Easy rather than nerfing Hard. Plus, as Seleuceia mentioned, will we be back for this discussion later when people say the jump from Hard to Unfair is now too big?
[quote who="Mystikmind" reply="6" id="3427291"]If galciv 3 is not compatible with Vista 64 bit i will have a problem.....[/quote] Vista 64-bit = 64-bit OS While technically Vista isn't Windows 7, it should be fine nonetheless. The bigger question is, what is your video card... While there are cards from 5 years ago that support dx 10, yours might not.
Why was the resource/income bonus for Hard AI decreased? The Hard AI is fairly well balanced, and after how the Normal AI has been playing pitifully since it's resource/income bonus was removed, I don't see why this is a good idea, let alone the need for such a nerf. I'd argue that the Normal AI needs to have it's old bonuses restored and that the Easy AI needs to have it's resource/income penalty reduced or removed entirely. Other than that, the DLC changes/balance tweaki
In vanilla TEC Rebels have a -10 relations modifier with everyone but themselves. Any other race is better than them for diplomacy, even the Vasari Loyalists/VCC.