Or say the Super-class is not so fictional and got forced into reality as a budget SSD to combat the invaders. ;)
Lavo_2
Very, very nice list here. Good information, in particular for newcomers to Sins modding. One thing to note with the AI and research is that even if you do things such as making research 100% free for the AI, and putting in things that encourage it to research, does not prevent that often times, the AI flat out stops researching. The timing is variable, ranging anywhere from 1 to 2.5 hours into a game, but there hits a point where the AI won't research anything, not even to unlock
[quote who="jfp3" reply="8" id="3433177"]So...downloading Trinity and still kind of wondering what I'm missing from Rebellion.[/quote] Main thing is mods. Most mods for Sins have moved to Rebellion, with many of them also cutting off Trinity support, ex. SoGE, SotP, SotF, E4X. Additionally, there are other mods that have been recently released, or are in development, that were never on Trinity to begin with, such as STA3, SW: Interregnum, and SW: Ascendancy.
[quote who="CilverBUG™" reply="13" id="3433152"]Ahh i see. Compatible meaning that my NVIDIA gforce (if) supported will be able to upgrade the use of mantle? [/quote] Your nVidia card would be able to support Mantle if, and only if, nVidia puts out support for the API. Knowing nVidia's track record, it would not be surprising if they chose not to do so.
[quote who="Darvroth" reply="4384" id="3433165"] However I've yet to figure out how to connect the alteration of the scrap planet function to an ability or a buff.[/quote] This cannot be done. SttC is tied to the scuttling of a planet, not a buff.
When an entity dies, all the buffs on the entity die as well. WOE's solution would work.
[quote who="GoaFan77" reply="6" id="3432298"]Well that should be testable shouldn't it? Just watch the RAM usage while loading a large total conversion. [/quote] Should be but I don't care enough to check. [quote]And if that's true shouldn't it still work for people with LAA enabled? [/quote] Not if you're going over 3 GB due to this, which is very much possible.
sloosecannon had a possible insight into this crash, or rather it's cause; the 2 GB limit. He theorizes that Sins does not unload assets from whatever version of Sins is running right away, that it loads the mod's assets and then replaces the ones Sins currently has. For big mods, with loads of assets, this could easily be the cause.
You could always make a mod which does this by creating phase nodes everywhere. This way you wouldn't have to do this much work in making a map; this has already been done in a few mods, so you can build off of them.
[quote who="Seleuceia" reply="52" id="3431754"]Any stability improvements with this next patch? MDs are rampant on ICO, multiple people crashing a game....[/quote] Just have everybody use Large Address Aware on the Sins exe; this will increase stability dramatically on ICO. SD/IC really needs to reopen the book on doing this officially.
If your primary concern is memory issues, just make sure each of these "identical" ships use the same mesh, because as long as you do this memory will not be an issue even if you give each faction their own ship entity (lets you give each faction a unique research unlock, custom icons, etc). The reason this works is that the primary offenders when it comes to memory hogging, outside of pathfinding, are textures and meshes.
[quote who="TobiWahn_Kenobi" reply="4379" id="3431063"]spawnShipsArrivalDelayTime[/quote] This does absolutely nothing in practice.
[quote who="Frogboy" reply="37" id="3430806"]Yes. It's very moddable. It would be interesting to see someone put together the Revenge of the Sith opening battle with it.[/quote] Welp, there goes the first month of the next school semester.
Hello all, I reinstalled Windows yesterday, along with .NET 4.5 and all the usual software. I also confirmed that .NET 3.5.1 is around and functioning, however even with both of these .NET sets, the Galaxy and Particle Forges do not open and instantly crash when they are launched. As I verified my Sins of a Solar Empire: Rebellion install to ensure both are up to date, I'm wondering if the two need a specific Microsoft Visual C++ Redistributable Package, or if they require some other soft
The mod works fine without the Sins beta; download the version which got approved today and see if that works.
[quote who="earljohnston" reply="63" id="3430224"]This is exactly the kind of BS that causes people to avoid paying for retail games.[/quote] This is also part of the reason SoaSE:Rebellion didn't go retail I'm sure. ;)
TitanUpgradeLevel is the only way for abilities to work on Titans as the Titans' upgrade system is the same as the star base's.
Very nice update here. The thought of all ships having turrets is making me drool. [quote who="Heavenfall" reply="1" id="3429428"]There totally needs to be a Star Wars episode 1-3 rts game made with this.[/quote] Once there's a solid space RTS based on the Nitrous engine out, odds are you will, at the very least, be able to count on me and a couple of others going to that game and making a Star Wars mod for it. It wouldn't be surprising if there would a Clone Wars com
OnlyWhenAttackTargetIsInFiringSolution is valid, or should be.
That model isn't half bad, it's a pretty solid start! And certainly better than anything I could hope to come up with myself.
[quote who="GoaFan77" reply="3" id="3428563"]Well it's certainly a possible, but my money is that Ironclad will make an Iron Engine 2 for Sins 2.[/quote] Seeing how Nitrious isn't a 100% finished engine, but rather the foundations for a full engine, I could see Nitrious being the foundation for a new Sins engine.
[quote who="ZombiesRus5" reply="2071" id="3428238"]I thought that was in Stars... Planets can add scalars to the texture... [/quote] Meant to say stars, but yeah zombie's right.
[quote who="Wintercross" reply="2068" id="3428221"]Anyone know if you can set certain planets or systems to use a specific skybox instead of picking one at random?[/quote] Planets can be set to use specific skyboxes.
[quote who="Darvroth" reply="4356" id="3428051"]If I recall the BSG mod has you hand in it, would you mind sharing how you worked the colonization ability creating planetary defense modules? I'm toying with it, I know it can be done, but I'd rather not reinvent the wheel if it can be helped.[/quote] I would imagine he made a buff which spawned those structures and in the colonization ability file referenced said buff in the afterColonizeBuffType line.