[quote who="Aplos" reply="519" id="3605146"]And could you add "FriendlyWithPirates" research bool modifier just to become friends with pirates and stay everyone else hostile, please[/quote] I don't think this is even possible; pirates and militia are both expressly designated as neutrals, which is how the TEC Rebels' modifier works.
Lavo_2
[quote who="Madriel" reply="515" id="3604192"] Since this has turned in some kind of wishlist, would it be possible to improve abilitys for squads/figthers? Like "ApplyBuffToTarget" or "ApplyBuffToSelf" so the squad can start a unique attack or improve itself for a period of time. Something like that would be awesome. [/quote] You can already achieve an ApplyBuffToSelf by putting an ability on the host ship with ApplyBuffToTargetsLinked.
[quote who="Wintercross" reply="501" id="3601663"]Yup, that was the idea, purchasable upgrades and each ship being able to be named. The idea being each ship can specialise. Had actually coded the upgrades for a cruiser that would have given you an option of upgraded armor, long range missile pods or an upgrade to the spinal main gun.[/quote] You could always make variants of the capital ship itself, some with more armor, some with more weapons, etc, and make use of al
[quote who="Wintercross" reply="496" id="3601354"]My original plan was to make AI versions of each faction (and use the faction selection menu for player and AI versions) that just use frigate variants with alternate versions with the upgrades or something along those lines.[/quote] Might I recommend going that route for humans as well from the onset? I'm really unsure as to what features you need for a general ship that capital ships cannot do.
[quote who="Blair Fraser" reply="490" id="3601330"] Figured out why the whole Ai stalls if its building a titan. Will fix for 1.84. [/quote] This is great news, thanks again for all these fixes and additions!
[quote who="GoaFan77" reply="480" id="3601059"]I believe Stardock or Ironclad looked into this before and there was some problem with that? [/quote] If memory serves there were issues on older computers, though I could very well be wrong here or have my own delusions. All I do know is I personally have never seen drawbacks with LAA and that everyone I know that has applied it has had much better game stability since doing so. [quote who="Blair Fraser" reply="467"
Not a coding request, however, would it be possible to have Sins' exe be flagged for Large Address Aware, to allow for the game to use up to 3GB of memory? Virtually all large mods, and even regular Sins multiplayer to an extent, end up hitting the 2GB RAM limit resulting in instability or crashes. Further, from what I have gleaned, enabling the LAA flag has no negative impacts on any post-Windows XP computer in terms of performance or stability.
[quote who="Blair Fraser" reply="450" id="3599086"]Both of these are now fixed. I'm looking into the buff for ruining a planet.[/quote] Ooooooh, this and the SttC via buff bits will be fantastic! Thank you so much!
If you are dealing with multi-material meshes you may want to consider acquiring 3D Object Converter 4.60 or newer, as it imports those without issue. Also here's a detailed model import/export tutorial for Sins done by myself.
[quote who="naselus" reply="78" id="3570743"]Have changed it to a flat +1 bonus mass point per level. [/quote] I forgot you could do flat mass modifiers. Yeah that's an even better option. [quote who="Horemvore" reply="79" id="3570903"] I be-line for Technology Capital then Economic Capital buildings which leads me onto the Promethium Pleasure Park, you can do the same with this for credits as you can with the Thalium Data Archive, although its not as high
And here is the video!
The reference files for the DLC are included in any reference file set for Sins version 1.80 and 1.82. Here's a set for 1.80, credit to harpo99999 for them. To see if the DLC are active ingame, when you're in the main menu for Sins, in the bottom right it should say "Forbidden Worlds" and "Stellar Phenomena" to denote that you own the respective DLCs.
I think it's time I fix up my model converting video already. Lets go and do that...
Theoretically there is an alternative, using abilities. By having a passive ability unlocked via a leveling up of the star base, you can have an invulnerable refinery spawned that dies when the star base does.
I also would recommend making carrier modules have the tech-neutral "mass" rather than "support mass" which can be reduced via the Transport Specialization that you can pick up right after Interstellar Travel. Getting a 30% mass reduction makes carrier modules even more brokenly good.
Maybe once people figure out how to decrypt a unit's .objgfxcfg and .ship files and get them imported into 3ds Max. Until then, you're out of luck I'm afraid.
[quote who="SpardaSon21" reply="4" id="3542520"]Yes, you pretty much have to re-do your entire mod from scratch, and yes, that is how the huge mods have done it, and yes it is a massive pain. [/quote] That isn't true; you can manually add in the needed lines to entity files for the most part. SoGE wasn't remade from scratch as there's no way that would have been feasible at the time.
[quote who="Portalboat" reply="2478" id="3539329"]I know the base modifier for this is ExperienceConstantGainRate, but is there a way to add a constraint so that it only works while in friendly gravity wells?[/quote] This is not possible. Closest you can do is increase the amount of XP you get per kill in friendly gravity wells via ExperienceAwardedAdjustmentWhenInFriendlyGravityWell.
If Steam machines would kill anything, it's console gaming, as Steam machines are a PC with the price point and physical appearance/size of a console.
I'm with Jafo here; minimum means the "worst" hardware you can have and still run the game without crashes. This may or may not include things such as severe FPS lag. Though in the absence of recommended specs, sometimes the minimum actually means recommended; this has lead to confusion I believe.
Having a passive ability on the ships/structures/etc of a given race that applies PhaseDodge to them is another neat way to have a race-specific constraint.
From the FAQ: Q. Are there any specific settings I should/shouldn't use? A. ... Additionally, if you wish to use the Dev exe, make sure ShowErrors and LogOutput are set to FALSE in your settings file; SoGE does several things that, while work without issue ingame, cause the exe to throw many error messages.
Post a screen shot of your Mods-Rebellion v1.82 folder please.
Also, do recall that races can start with different faction strings; it's purely in SoGE's case that this did not matter. Normally, these strings can be seen in the diplomacy window, at the bottom of the race relations modifier window.
Forks in SoGE, as previously stated, work via the depreciated faction mechanic. It must be noted that in this case a "faction" is merely a string entry; in SoGE's these are all empty strings. All races start as being part of the "IDS_PLAYERFACTIONNAME_NONE". Eventually, the fork comes up, there are two techs, both require the race to be part of the NONE faction via the following line: [quote]RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NONE"[/quote] Both of these techs the