Thanks a bunch for that addition Blair and thanks for giving us more DLC and fun things to play with!
Lavo_2
Depends on the planet. Trade ports are a great way to do it if the planet has logistic slots for it, population is another route. Some planets by design have a hard time being in the positive, if it is even possible, however these planets make up for this loss by generating a large amount of resources, which can be then sold on the black market, if required, to generate credits.
I know that Softimage 2014 and above work for Sins. For one reason or another, it seems that Softimage 2013 (iirc I know a modeler that uses that one) suddenly reversed the post-7.5 trend and it's xsi exports work with ConvertXSI. Perhaps using a newer Softimage will work more easily.
[quote who="GoaFan77" reply="2557" id="3624503"]What file is that?[/quote] Gameplay.constants
General warning; setting boomMinShift to a value equal or larger than 1.0 will cause Sins to periodically throw RandomStream errors throughout a match.
[quote who="vrishnak92" reply="541" id="3621197"]this was supposed to be fixed in 1.84? I seem to still be running into this issue with the ai :/ [/quote] 1.84 isn't out yet silly. Only 1.83 is avaliable.
This is not possible due to hardcoding.
Good progress! A very nice change from that 100% black dark side.
You can edit their PipelineEffects files to do that. Also, the CL texture for planets do have a specular channel; it's the alpha channel that DXT1 throws out.
Play around with the planetCoronaColorMultiplier in PostProcessingData perhaps?
Fair enough, I believe I've seen some non-alpha channel textures benefit from DXT5 over 1 but I digress. An important note; the storm/cloud particles need a do over. They're fairly resource hogging, and a few of them are tossing out an error in dev exe. I'll try and see if I can get someone to redo them, or even make them from scratch myself. Also, what is your Steam username, if I may ask?
You can get a bump map if you define the planet as an asteroid. That will give it the Asteroid shader and not ShadowedAsteroid which the moons use; this is easily fixed and has been on SoGE's end. I'd also recommend against DXT1... It really hurts quality; probably better off going with DXT5 with smaller dimensions. That reminds me, I forgot to send you the PipelineEffects SoGE uses right now; we got a bunch from STA3 and I think one or two from Stars.
I recently found a cause for the infamous FixedArray error. It can occur when you have a sound effect that Sins doesn't like. I specifically am having this occur with a bomber's engine sound.
My my, look at who came back from the dead! We have much to talk about, and I also happen to have much of Novus Universum in a Rebellion-ready state; admittedly I was working on getting a Rebellion-capable version of it out due to other factors. These might be helpful for you.
[quote who="Madriel" reply="2543" id="3612300"] If i use the "ResearchNotMet" finish condition in buffs that are applied to enemy targets, does it check if i have researched the tech or does it check if the enemy has researched the tech? [/quote] If you are casting the buff, I imagine it should check if you have not researched the tech.
Happy new year!
[quote who="psychoak" reply="2540" id="3611688"]There are limits on individual file contents, such as five instant actions and two periodic actions, but you can chain them together pretty much endlessly [/quote] You can have 3 periodicActions in a buff in Rebellion. I know as I have a ability in SoGE, ABILITY_FLEETCOORDINATEALL, that has this. It also had 4 at one point which did trigger an error message that said the maximum is 3.
I put out a patch yesterday for those who are on GOG. Grab it from our ModDB or NexusMods page! [quote who="Brunftzeit" reply="734" id="3611745"]"Modders can now specify up to 9 titans to build in the menu." Will you rethink how you handle supercaps after this or is this mod finished so far? [/quote] Unfortunately this change doesn't remove the hardcap on one Titan entity being on the field/buildable/etc at any given time, meaning that the current supercap
Shrinking down gravity well sizes isn't a quick change that can easily be done as an addon unfortunately.
So you want the mod to be completely downscaled? I'm sorry, but that is not happening. Further, have you increased ship speeds in the "Game Options" tab before starting a new game? This might help your concerns with speed. Alternatively, play as the Yuuzhan Vong whom are much faster in hyperspace, or the Alliance which has near-invulnerable scouts.
What do you have that needs more than 5 weapons anyhow?
1.83 is finally here! So many things can be done now, this is so wonderful. Thank you Stardock!
[quote who="GoaFan77" reply="537" id="3606410"]I feel like we've talked about this before, but I have a decent method for this that I use in several abilities that do extra things if the targets shields are down. You know how to bug me for the details. [/quote] Isn't that a hilariously complex chain that takes advantage of the finishCondition of ShieldFailure? Something like this would likely be far less resource intensive, in addition to being simpler overall. I'll b
It's probably too late for this, however, would be possible to have an instantActionTriggerType that checks if shields are down, or if they are at 5% or lower? This could allow for some neat abilities.
[quote who="GoaFan77" reply="528" id="3606160"]There are lines for this in map files and for neutral players. Not entirely sure if all of them work though. [/quote] I've been having a hard time getting them to work. Has anyone gotten them to work?