Congratulations on the sticky!
Lavo_2
Shield mitigation is to shields as armor is to hull. However it's implementation is radically different.
We gave the AI a buff, though we're working on adjusting it to a more manageable level. Glad you've enjoying the mod so far however!
[quote who="UnleashedElf" reply="176" id="3485026"]Anima Tempest was the Advent ability on the Halycon allowing strikecraft to dodge.[/quote] Chance to dodge is an odd damage reduction buff in reality; nothing to do with accuracy.
[quote who="GoaFan77" reply="2322" id="3483083"]Trying to spawn a trade port structure at an uncolonizeable planet will crash the game, even though starbases can trade just fine. [/quote] Suggestion, spawn a ship which has a passive ability that spawns a trade port and then kills the first spawner.
I run the tool with 3ds Max 2014; I can use it to import models with multiple materials without issue. That being said, I've noticed that the importer messes up models at times, by either screwing up the UV map, or even by mirroring the model along some arbitrary part of it. Other times, I've seen parts of a model, such as two engine sections of a model both be slightly moved along the horizontal axis for no reason at all.
Alternatively, if the tech method is borked, you can make a passive ability that makes ships invulnerable to shield bypass. This might even be the better way to go, so that weaker ships such as scouts, would be partially or fully vulnerable to shield bypass.
Seleceia is correct. The guy who made that old Entrenchment mod entirely forgot about the player files.
Truthfully I'm not a huge fan of insta-kill abilities either, however strikecraft mechanics in Sins are horrific, and anything other than insta-kill abilities mean anti-fighter frigates will suck as they will never be able to touch bomber swarms, let alone stop an alpha strike. It wasn't an "easy balance solution"; it was a tragic last resort. Your numbers are nice and canon, but cannot be properly reflected in Sins' engine well I'm afraid. :(
So that they can actually be effective in the anti-fighter role. It looks odd on paper, but it's worked really well for gameplay. Unlike vanilla Sins, where flak frigates are often useless, in SoGE even late game alpha strikes can be stopped in their tracks if you have enough anti-fighter frigates.
If you go into the Game Options before you start a game, make sure you have Supercaps Enabled, otherwise you get no Supercap factory.
Just saw this thread now, wanted to stop by and say thank you for making this avaliable!
Yup, one of the moon presets has a borked moon in it. I can see it now. Much obliged Stress, I'll hunt this bug down. Edit: Cause found and fixed locally, will be included in the upcoming hotfix.
You've done everything right; I've just never seen anyone have only some of the moons not render. Hence, if you have a save file where a planet has this issue I can see if I have the same issue locally. If it occurs locally, then it's an issue I have to track down. If this makes no sense, I apologize as it's around 2:30 am my time.
I assume you'd have LAA on, though I'm far too used to, lets just say less than intelligent individuals. As for the lack of LAA, Sins is very interesting in that regard. It will load SoGE fine, though it won't load half of the textures and meshes into memory. Eventually, it will dump due to running out of memory, after you see some wonderfully invisible ships. I see what you mean about moons. I haven't seen that locally; on my end either all moons are borked, which can
Have you installed LAA as noted in the instructions, Stress? Without it, Sins doesn't have enough RAM to properly load SoGE. Yeah, the MC30 issue is known and has been fixed locally. Problem is due to EJ's love of making everything have at least two materials, after exporting the model with fixed tangents in XSI, it appears I accidentally put the wrong texture for each material group, as I copy/pasted the order from the old mesh. As a result, the main skin you see on the MC30?
It is my pleasure to announce the release of SoGE 946392c! This release brings with it a number of changes, both in terms of gameplay and visuals. Gameplay The AI has been reworked and buffed. Do not be afraid to try out Easy difficulty now, you might be surprised by the capabilities of the Normal AI! The range of all ships and abilities, plus the size of gravity wells, has been reduced by 25% for an enhanced cinematic experience and more enjoya
[quote who="furyofthestars" reply="1" id="3476657"]Yes, however, your negatives would have to be a part of those researches, too, as I don't believe you can make that a part of the default racial bonuses/penalties.[/quote] To expand on this, you'd have to say have a research item for each race that has the attributes you want to change, such as a max population, and then give it a negative baseValue.
Wouldn't surprise me if someone else has tried this; however you can put civilian structures in the tactical tab and vice versa. Additionally, the titan factory works as a 100% civilian structure without issue. What will happen if you say, have a civilian structure in the tactical tab, when you hover over the tactical tab, said civilian structure will show up as having 0 slots, as it costs no tactical slots, but it will take up logistical slots even though it does not show up when
holy gravedig batman
[quote who="RespawnedTitanL10" reply="36" id="3473657"]From what I see, I think only some part of Sins can really make use of the extra RAM granted by /LAA; the 10% gains (to 2.2GB) don't seem worth the hassle of risking new bugs, but YMMV as they say.[/quote] Do you have any evidence to show that Sins will only get 10% gains? My picture there is not a representation of the maximum Sins can go to with LAA; it is purely what that specific mod could do at the beginning of a match.</
I'm going to revive the argument that LAA can let Sins use more than 2 GB of RAM, as it can in fact do so; I've managed to push Sins past 2 GB with mods and here's a picture from a few minutes ago. Usage is just over 2.1 GB.
[quote who="Delnar_Ersike" reply="2" id="3473192"]There is no way to force the AI to build more capital ships other than spawning them in via an ability.[/quote] That is false. There are ways to get the AI to spam capital ships, to the point of them being the primary parts of fleets, via AI only research that instantly levels up capital ships to level 3. What would be needed is an off page research item that has the following, plus some other tidbits to ensure the AI researches the te