Rebellion can run on any machine that can run Diplomacy, not sure why you think it cannot. Also: https://forums.sinsofasolarempire.com/356807
Lavo_2
Unfortunately I cannot; when I had written that post I had already removed the buffs and meshes used in that experiment.
Made an interesting discovery right now. It appears that particle effects have "priority" over shield meshes. To illustrate, say you have a ship that is made invisible. It's actual "mesh" is created through a particle effect of size 1x, while the shield mesh of the ship is the "mesh" at a size of 1.03x. When the ship is attacked, you will not see the full shield mesh flare up, even though it is bigger, you will only see the outer edge of the shield mesh light up.
To add to Goa's post, putting in a HyperspaceBetweenSystemSpeedAdjustment modifier will encourage the AI to attack other star systems. With SoGE's heavily modified AI, there have been Easy AIs that have done this ~2 hours into a match. Further, giving the AI ExperienceConstantGainRate and ExperienceConstantGainLevelCap modifiers that make capital ships be insta-level 3 upon construction will get the AI to build capital ships en-mass, as it values levels. Another addition that gets the
[quote who="Ryat" reply="2" id="3468402"]Its really not useful anymore as the biggest issue is the CPU usage and lack of proper mutli core/thread support.[/quote] This is simply not true. A number of mods, such as SoGE and STA3, depend on LAA being active for stability. Without LAA, these mods are significantly more prone to crashes. Maelstrom may fall under this category as well. CPU is not nearly as limiting a factor as RAM is for these mods.
Made a tutorial for exporting Sins models, from 3ds Max to Softimage to a ConvertXSI-ready XSI, should be helpful for people here: https://www.youtube.com/watch?v=6VYVC0RznBA
I haven't been able to use it at all. Game crashes on me if I try to use it to make player ships neutral.
Yarlen, can you clarify exactly what was done with the various AI difficulties? [quote who="Landgrab" reply="5" id="3467483"]So stardock has time to implement new random events that no one cares about, but not enough time to do a 30 second fix to the feed button? LMAO![/quote] Don't be disingenuous; adding random events can be done by anyone, while changing the feed button means doing engine changes, which is more than "a 30 second fix".
[quote who="Gepard67" reply="4" id="3467169"]The research for pirates doesn' t work. ... Pirates are getting enough resources to make their research but never use or spend it for research. [/quote] This is not true. The pirates in particular do research technology; in fact the base game has given the pirates research items for that very reason.
It has to do with armor types I believe. The ships in stock Sins don't think that constructors are a worthy target. In some mods where armor types have been heavily modified, constructors are a top priority for some ships, such as fighters.
Are you sure? I have 3ds Max 2014 and it works as intended, 2015 should be fine as well.
https://forums.stardock.com/176051
STA3 has this. [quote who="GoaFan77" reply="3" id="3464151"]I was thinking it might be possible to make a unique debris for each ship that is just the ship model. That would prevent the game from filling up with solid entities, and it wouldn't require any new models to be loaded.[/quote] Do remember if you want to do any texture changes at all, or even remove say the da texture, that requires a new mesh, even if it's the same barring that simple change. I'm pretty
How to fix most MP crash issues: Put Large Address Aware into the game, to greatly improve mid/late game stability and alleviate RAM related issues.
[quote who="IskatuMesk" reply="2265" id="3464199"]Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins. [/quote] You can disable shield mitigation entirely by removing the minimum 15% from each PlayerRACE entity.
It's actually not supposed to stack that much. Will fix! Experience awarded is based around the supply value a ship is worth. 1 supply means 1 XP. Pirates in Sins suck in general, honestly I haven't been able to get them to be anything decent, and aren't going to spend time and resources on 'em, at least for now. Might be a vanilla bug! I don't mind complains as long as they have proper reason, as I'm sure you're well aware of. :P
The amount it increases per damage is defined in a faction's PlayerRACE.entity file.
[quote who="Darvroth" reply="4533" id="3461278"]I even armed it and set the defaultAutoAttackOn TRUE. Still it sits there stupidly, even when enemy ships enter the gravity well. I'll keep tinkering but I'm open to suggestions.[/quote] Ensure that: defaultAutoAttackRange "GravityWell"
[quote who="myfist0" reply="3" id="3461418"]right, that was the 3DSmax importer script that needs trinity meshes[/quote] The guy's made a newer version that also accepts Rebellion meshes and also accepts both bin and text meshes.
[quote who="GoaFan77" reply="12" id="3461083"]The Fortress of MODrad-SPur cannot be captured by your pitiful forces of light. ... Your army will be decimated by our first attack. No amount of micro can save you. [/quote] Worse still, I have further shored it up with abilities and vessels not meant for vanilla Sins! None shall pass the almighty Executor-class Star Dreadnaught.
Personally I don't want to lose v1.80 Unfair, and if it's moved to v1.82 Cruel, then Cruel must lose the free research bonuses it gets.
It's been noted the SW Galaxy Map can cause lag to the point of crashing. Unfortunately you'll have to give up on it. [quote who="kidofamerica" reply="675" id="3460480"]I am not having luck trying to sign up to your forums to download the mod? Is there an alternate way? Is a Download link buried somewhere in these 27 page thread?[/quote] Forums are no longer used for the beta, details here: http://pastebin.com/Ssu9kBxp <
[quote who="domzzavy" reply="673" id="3460300"]I recently found this mod on the nexus website and i must say it has rekindled my passion for playing this game again. the only trouble im having is for whatever reason as soon as i discover a gas giant planet with the huge rings the game slows down anytime i were to zoom in close to the planet or to any surronding planets. is there a specific cause for this or will i have to find a certain texture file to disable on the gas giants?[/quote]
SotP will not run on Diplomacy, you must launch Entrenchment's exe itself.
[quote quoting="post"]this game like most things made in the usa USED to work!!! not any damn more... wtf??? fix your damn "Apply changes" button IN THE GAME. I am so thoroughly sick and tired of having to retype the info in the damn "enabled mods" file every damn time i change mods to play!!! [/quote] Actually, the ingame mod options menu has been broken since Entrenchment. In fact, recent Rebellion patches have improved it's reliability, though it still is not perfect.