Lavo_2

Lavo_2

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

Try putting in 1.95 instead of 3.75. No evidence to support this, but something tells me going over 2 is a bad idea. IF that fails; you can edit the fleet supply research techs. Edit: And myfist ninjas in for the kill. That weebly site is great for the record, try it out!

4 Replies 1,816 Views

[quote who="Ryat" reply="45" id="2953835"] Quoting IskatuMesk, reply 44I also discovered that weapon-based abilities, like my charge-up beam, won't use multiple hardpoints to spawn their effects. This is a very huge blow to ships like the Bloodstone Battlecruiser who were supposed to fire a pair of beams or more for their special abilities. Are you sure about that? I and others have created such abilities.[/quote] I can second this existing.

161 Replies 124,553 Views

[quote who="Whiskey144" reply="10" id="2952733"] Quoting Lavo_2, reply 8Would renaming the string names of used weapons in the game (ex. Missile and Phase Missile) cause gameplay/stability/etc. issues? Nope. IIRC, I've done it before and it didn't do a thing.[/quote] That's what I would think; but Sins likes to be tricky at times.

13 Replies 10,528 Views

[quote who="Sinperium" reply="498" id="2952666"]Go into the Stardock program folder and there is a Dev.exe version of Diplomacy, Sins and Entrenchment. Wehn you start the game with one of these, it shows you any errors the game engine detects as they occur. Often they point to your enity file, manifest, etc. changes and can give you a good indication of what you might have messed up.[/quote] I would suggest making a back up of your user.settings file before using the dev.e

634 Replies 1,616,569 Views

[quote who="Stant123" reply="10" id="2952472"] Quoting Sinperium, reply 9Giving them no weapons would also avoid the attacking thing. Except that the game tends to complain when a ship is expected to have a weapon and you don't give it any. All ships except trade ships and refinery ships are expected to have at least one weapon.[/quote] This. You can however code a unit to never fire unless manually ordered to; simply set defaultAutoAttackOn to FALSE.

15 Replies 15,773 Views

[quote who="Draakjacht" reply="861" id="2952293"]Even without auto-replacement, it just takes a quick runthrough to upgrade your stuff. Not a lot of empire management to start anyway. I was just saying that it might be cool to include it in DS, not that's it's hard to do.[/quote] I'm referring to the auto-replacement, not for already bought stuff, but in the logistics structure menu, so that it doesn't take up valuable HUD icon slots. ;) [quote who="ZombiesRus5

1,643 Replies 3,600,894 Views

[quote who="Stant123" reply="7" id="2952318"]The fifth problem is that the pirates can't replace destroyed scouts. However, giving a structure at the pirate base the ability to either make scouts buildable, or just bring scouts in as a bonus gift at a timed interval would remedy this situation.[/quote] This is likely the best solution; the ability can call create TEC scouts through it's ability, which would require the least amount of coding (as you don't need to edi

15 Replies 15,773 Views

[quote who="KrdaxDrkrun" reply="859" id="2952266"]Shouldn't be too hard to do. Just make an ability for your old extractors that scuttles the existing extractor and puts the new one on in its place. Give it a reduced cost and everything.[/quote] No matter what, you cannot change the amount a planet's extractor makes, unless it's via refineries or tech research, the building itself does nothing but make it extract and have health. What would be interesting is if Sins could

1,643 Replies 3,600,894 Views

[quote who="Sinperium" reply="4" id="2952138"]How did you come by that information Lavo? I had tried something last night and wondered why it didn't work--that would certainly explain it. What could really help is if the developers would allow us to pre-place phase gates on maps and then we could give ownership to the pirates and pick the systems we wanted them connected to.[/quote] I used logic. The pirates don't have a scout ship, so they don't have some

15 Replies 15,773 Views

[quote who="KrdaxDrkrun" reply="16" id="2951402"]What is the deal with map downloads? I played against someone who Map Designer'd(Not GForged) a map on his machine, and my comp downloaded it... I am sure that there is something further that I do not understand... Please explain.[/quote] Basically, what people want is what you described about Map Designer'd maps dling to happen for GForge maps, as the latter have a lot more going for them/are more detailed/etc.

17 Replies 5,577 Views

The reason they do not use wormholes is that Pirates do not scout them out. As such, the Pirates do not know where wormholes lead to; thus the game/AI will not be able to make a "path" for their ships using wormholes. Edit: This assumes that they still do not use wormholes; I haven't tested this personally.

15 Replies 15,773 Views

[quote who="Joebenz" reply="239" id="2951712"]how about SOGE 1.0? i have the 1.0 version and when i load it with novus, it just freezes forever.[/quote] Um, it's impossible to combine 1.0 with NU, that's why I told you about the beta. For the record, I'm SoGE staff, so I do know what I'm talking about with regards to this.

312 Replies 729,461 Views