Lavo_2

Lavo_2

Joined Member # 4118112
18 Posts 2,104 Replies 1,713 Reputation

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.

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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.

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General warning; setting boomMinShift to a value equal or larger than 1.0 will cause Sins to periodically throw RandomStream errors throughout a match.

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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.

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Play around with the planetCoronaColorMultiplier in PostProcessingData perhaps?

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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?

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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.

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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.

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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.

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[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.

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[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.

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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

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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.

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[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

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