I also never hit the tab key when entering in race info... Lets do a test run to see if this holds. Yup, the race I made after hitting tab a bunch of times in the text portions did not save correctly.
Lavo_2
Here's to hoping there will only be a 64-bit version of Win 10... This is an excellent opportunity to kill 32-bit OS for good.
Once you finish a model in 3ds max, you can exported it such that you can rig it in Softimage. I apologize for the video cutting out at points, though this video of mine explains a decent deal: https://www.youtube.com/watch?v=6VYVC0RznBA
I'm on Nightly x64 and have been for some time, with no stability issues on my end.
That doesn't help as you cannot choose the advanced building right off of the bat, iirc, which is needed if one is to properly allocate the manufacturing capability needed to construct the building in a single turn.
[quote who="GoaFan77" reply="273" id="3521397"]Well, the one I'm referring to I think was first figured out last year, and I think I told you about it soon after.[/quote] I could have sworn I mentioned to you, or maybe vice-versa, how do to it during a "let's put a Death Star in Sins!" joke conversations, or during a conversation regarding the Galaxy Gun, namely as how while technically it was possible in Trinity, it was only Rebellion that made it look like the destr
The percentage bit was purely an example. Simply put, in Sins, -100% does not mean zero.
Yes, that is correct; with how phase gates are set up, only A or B will have the phase end point. The phase gate ability is also rather terribly done; if a phase gate buff is "trumped" by a new one, the other phase gate is useless as it will never properly reapply the phase end point buff again. That's not how it works. It means that say Ship 1 and Ship 2 have an ability that does -50% acceleration to an enemy ship. If the stacking limit is 2, and both ships can cast the ability
onReapplyDuplicateType refers to what happens when a buff is applied to a target a second time. Say the buff has a stacking limit of 1, and it has a finish condition of time elapsed; in this case using PrioritizeNewBuffs would be good as the "new" buff, which has a "new" timer, would be better to apply to the target. However, when dealing with say a passive ability that only has out of range as a finish condition, using PrioritizeOldBuffs would be better as this uses up less CPU resources and
[quote who="Leo in WI" reply="11" id="3510889"]And the disadvantage being it is AMD only. There are a *LOT* of intel/nvidia users out there that will be unaffected by Mantle. [/quote] The primary reason it is AMD only is due to the fact that nVidia does not like anything that isn't theirs. Mantle's end goal is becoming widespread across all GPUs, though nVidia has a hard time accepting anything from a competitor, open or not.
Paste the whole buff file please.
Modders can't read minidump files. If you verified the game with Steam after applying the 4 gb patch, Steam reverted the 4 gb patch. Without properly applying this patch, I'm guessing Maelstrom's hitting the 2 gb limit after an hour or so.
I'm not sure why, but the version of the importers I have both import multiple material meshes into 3ds without issue, even if they will only have one material.
Apparently, as was learned some time ago, putting in -1 is equivalent to a wild card symbol. However, to my knowledge, this has not been used in vanilla Sins at all.
Perhaps what could be done is go with ApplyBuffToTargetsInDirectionalCone and amount of targets set to 1, with an ApplyBuffToFirstSpawnerNoFilterNoRange to do an ApplyBuffToLastSpawner WithTravel NoFilterNoRange with the missile effect and damage?
Can you post the map here or PM it to me? I'll take a look at it.
[quote who="Slnkillr" reply="29" id="3497742"]I updated the OP with a recording now quit trolling. [/quote] Yeah, no. Culture has no effect on abilities. This is a fact.
[quote who="wbino49" reply="710" id="3498006"]The blocky explosions(still) really take away from immersion.( Is it my end?)[/quote] Can confirm that's on your end; current version's explosions are all functioning correctly. [quote]The relationship number +/- is to dark to see.[/quote] In which menu? [quote]Still the most sluggish mod to play, only because I think it's trying to do to much graphic wise, or to many different textures from diffe
Culture stopping abilities? Come on Sin, you're better than weak bollocks than this. Culture doing something like this is impossible.
I understand that, however I don't see the mechanics of the mod being broken, most certainly not to the extent that you feel they are. You have not given good reasoning for why things are broken; your arguments come down to comparisons to vanilla Sins or personal opinions. Further, other than the capital ship levels and the large militias, you're the first person to take issue with the three other points in your post. The Droid Control Signal is a unique command ability, and o
Sins of a Galactic Empire is a total conversion; if you are going to play the mod, you must discard all prior notions and experiences of ship combat based off of vanilla Sins. If you assume, or expect, ship combat to resemble the base mechanics, than this is not the mod for you. If you want a Star Wars mod that keeps most of the Sins mechanics, Interregnum is a great choice. I'll address your points one by one. Shields:
I'm glad you're enjoying SoGE, Sinkillr. It's primarily balanced towards MP, by taking into account how humans play and act, with some side work having been put aside to make the AI not absolutely garbage. That being said, have you tried simply making a game on ICO and hope people pop in? That might work. Otherwise, maybe you can go through this page and find some interested people .
While this work is appreciated, the Extremely Reduced Weapon Ranges addon reduces all weapon ranges by 67.5%, effectively achieving the same effect. I'll change it to 70% for the next release.
If you don't like pirates, just turn them off you troll.
I'd say Goa or psychoak. Goa has knowledge of virtually all aspects of Sins, while psy's buff coding skills are legendary. Notable mention goes out to Zombie, who like Goa knows tons about Sins, and he also models.