Lavo_2

Lavo_2

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

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.

23 Replies 75,565 Views

[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

577 Replies 2,992,971 Views

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

10 Replies 16,080 Views

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

10 Replies 16,080 Views

[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.

24 Replies 143,486 Views

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.

2 Replies 3,711 Views

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?

2,761 Replies 7,623,331 Views

[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

747 Replies 2,200,705 Views

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

747 Replies 2,200,705 Views

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:

747 Replies 2,200,705 Views

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 .

4 Replies 21,083 Views

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.

21 Replies 34,552 Views