Lavo_2

Lavo_2

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

[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.

543 Replies 1,411,717 Views

[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.

543 Replies 1,411,717 Views

[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

543 Replies 1,411,717 Views

[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.

543 Replies 1,411,717 Views

[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"

543 Replies 1,411,717 Views

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.

543 Replies 1,411,717 Views

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.

4 Replies 9,294 Views

[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

735 Replies 1,237,569 Views

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.

4 Replies 4,450 Views

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.

4 Replies 6,965 Views

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.

12 Replies 42,615 Views

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.

3 Replies 4,707 Views

[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.

6 Replies 9,000 Views

[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.

2,761 Replies 7,622,686 Views

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.

24 Replies 115,234 Views

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.

9 Replies 62,248 Views

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.

2,761 Replies 7,622,686 Views

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.

2,761 Replies 7,622,686 Views

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

2,761 Replies 7,622,686 Views