Lavo_2

Lavo_2

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

[quote who="GoaFan77" reply="14" id="2966842"]That's why the Developer.exe allows you to disable AI and switch between players. [/quote] ...Well then, this will be very useful once I figure out how to use it properly. :3

60 Replies 491,907 Views

[quote who="Malanthor" reply="1707" id="2971224"]The weapon platforms need a size change, they are alot bigger than the golan starbase and even huge starships, it is a real mood breaker every time i see them, other than that everything is just great. [/quote] Noted; working on changing scaling for several structures atm and will bring those into play, thanks.

1,730 Replies 4,148,001 Views

[quote who="Whiskey144" reply="1699" id="2970740"]It's likely it does do 15 DPS.......but when factored against shield mitigation, armor points, and armor types, it gets reduced drastically.[/quote] You might be right on that. Though do note I said with a single shot, and not DPS. ;) As for ship ranges, the big SW battles, notably in Episode 3 and 6, were close range due to their respective cases. The former was a feint to capture Palpatine, and the latter was actuall

1,730 Replies 4,148,001 Views

Oh trust me, SoGE does not have much short ranged battles, most battles are in fact done over long distances. Short ranged battles tend to happen when you have fleets just entering/exiting a planet's gravity well, or are say near a frigate or capital ship factory. I'll admit you probably won't like this, the average weapons range is around twice that of the vanilla capital ships'. The music however, is one of the gems of the mod. With much work by Ludo Kreesh, SoGE has

1,730 Replies 4,148,001 Views

[quote who="jardelion" reply="1313" id="2970347"]Mhm i still havent managed to get the planet only mod to work despite that tutorial Btw im using it for diplomacy 1.00 do you think i should update it?[/quote] Assuming you're using the planets mod in the OP and not another version, the mod is incompatible with Diplomacy. If you're looking for a planet-only mod that's compatible with Diplomacy, take a look at <a href="https://forums.sinsofasolarempire.com/406

1,334 Replies 3,518,011 Views

[quote who="GoaFan77" reply="6" id="2969314"] The problem is that neutral resource are automatically built by default. There is no reason to make anymore, as every neutral asteroid already gets an invincible captureable extractor.[/quote] Hrm. After attempting to code one in (the things we do out of boredom at midnight...), the game gives me an error and refuses to spawn them when asked to put them into an owned planet. For an Asteroid Belt it gives me no issues, however, it simp

9 Replies 6,341 Views

[quote who="GoaFan77" reply="4" id="2969267"] Not possible with the GalaxyForge. The number of asteroids are determined at random based on the planet type. The only way to change that is to modify the planets directly, which will effect every map.[/quote] I believe if you code in your own neutral and capturable resource asteroid, and give it a proper GalaxyScenarioDef entry, that you can insert those ones in via the GF. As it stands now, correct me if I am wrong, but it is possib

9 Replies 6,341 Views

[quote who="Heero_Miiyamoto" reply="1676" id="2967856"]It's not working properly Every time I try to load the mod it just minidumps TT_TT! Although, during the updating process, I did see a LOT of read flash by...[/quote] I'm on revision 588 with checksum 869073851 and loading just fine. Can you tell me what revision you are on and try updating/running the mod again?

1,730 Replies 4,148,001 Views

Another necro post here but it's possible to ensure which player you're starting next to, even in Random maps, simply set randomizeStartingPositions to FALSE and you will start next to the player before and after you on the player list (ex: player 2 will spawn next to players 1 and 3, and so on). If you wish housea, I can do this for the map(s) of your choice, just tell me which ones you want changed (and what Sins you're on) and I'll do it for you; simply slap the new maps in

71 Replies 134,200 Views

They aren't bad, I simply like those three a good deal. The Griffin needs to have the microdart launchers seem more visible, i.e. have some partially, fully, or covered, exit points for the microdarts. Besides that, the ship is fairly well done. The Voyager is quite solid, forgot to mention that before. The Hydra's hanger, imo, should be more "ingrained" into the hull of the ship, atm it reminds be a bit of of a vacuum cleaner or the bottom of one of those water shafts to get rid of e

1,643 Replies 3,606,605 Views

Krdax, your Chimaera, and esp. the labs, are quite well done. NomeMD, would you be able to upload that model? SoGE actually needs a Sentinel model, and what you have here is absolutely wonderful. Of course, you would be credited for it's usage. :D

1,643 Replies 3,606,605 Views

[quote who="GoaFan77" reply="11" id="2963214"]So why would you be doing a LAN game in the first place? [/quote] You cannot login to ICO on two computers at the same time. As such, the only way for me to have a Sins game where I control both players (and thus can set up an awesome game by killing auto-attack temporarily), is a LAN match. Though for some reason Sins isn't letting me set up a LAN game, prolly due to crappy Port Forwarding on my end.

60 Replies 491,907 Views

[quote who="GoaFan77" reply="7" id="2962444"] You can launch the Dev.exe during a LAN game, the problem is using most of the change galaxy commands will result in a desync (when spawning a unit for example). Both players can still issue orders fine so it may have some use, but the other player won't be able to see spawned units and probably other things. It may work better with setting changes like quick play I'm not sure.[/quote] Thinking more for making videos, I have S

60 Replies 491,907 Views

[quote who="myfist0" reply="5" id="2962320"] Quoting KrdaxDrkrun, reply 4This is accessed by pressing Tab? CTRL+ALT+. I can add this to the weeblys Dev page [/quote] You should, esp. as eventually this thread will just get buried under the other more active topics, unless it's pinned, which would be an utter shame. Great list here btw, makes me think of actually using the Dev exe for stuff. Does anyone know if the Dev exe work on lan matches where both

60 Replies 491,907 Views

You can edit the icon in the MainViewIcon-Generic.brushes file, the specific entries being MainViewIconSpaceMineX. Change the last two numbers (28 , 28 in my file) to 1, 1. This will turn the icon into a 1 pixel-sized icon, which is in essence invisible. Though with an attentive player, you can't truly eliminate the mine's icons, as they can click the Empire tree icon (even if there is a blank icon) which would reveal the mines' positions. The AI will always know wher

6 Replies 9,921 Views

Spawner errors, I believe, are occurring because the game expects the ability to be a two buff ability so to speak, with a first and last spawner, even if this isn't necessary. No idea what the last error is though.

60 Replies 184,458 Views

[quote who="Zeta1127" reply="94" id="2959152"] Well, if Clone Wars era ships are ever need, and something can't be found in the existing movie/novel tech, then TCW is a decent choice.[/quote] This is true. Though the GAR was well established long before I joined SoGE. ;) [quote who="Zeta1127" reply="94" id="2959152"]The EaW stations/starbases were pretty bad, though the Cardan-class space station series is fairly believable, but the Alliance space station is just weir

314 Replies 726,698 Views

[quote who="GoaFan77" reply="84" id="2958659"] I apologize if that sounded a little harsh, but I wanted to make clear what the main theme of this mod is and answer why the clone wars aren't in it (probably the most asked question about this mod). I'd believe it, which is why someone more familiar with the period ought to do it. I'd imagine the Clone Wars CGI show is probably retconning quite a few things as well, or are you just going by the movies for SOGE?[/quote] Y

314 Replies 726,698 Views