Lavo_2

Lavo_2

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

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

113 Replies 411,384 Views

[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.

12 Replies 26,047 Views

[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.

24 Replies 79,987 Views
Reply to Buff Help in Sins Modding

When an entity dies, all the buffs on the entity die as well. WOE's solution would work.

3 Replies 5,547 Views

[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.

8 Replies 13,027 Views

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.

8 Replies 13,027 Views

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.

12 Replies 31,985 Views

[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.

161 Replies 384,008 Views

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.

6 Replies 15,890 Views

[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.

50 Replies 165,183 Views

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

0 Replies 4,013 Views

[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. ;)

73 Replies 100,592 Views

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

50 Replies 165,183 Views

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.

3 Replies 4,461 Views

[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.

24 Replies 79,987 Views

[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.

2,761 Replies 7,627,822 Views

[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.

2,761 Replies 7,627,822 Views

[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.

5,473 Replies 14,203,563 Views