This is the 1.03 Version. The last one Dolynick released that is not yet compatible with 1.2 as 1.2 just recently came out and Dolynick isn't able to release new updates as he is busy with real life.
Maxxedmk
I have re-uploaded just the SG Races part. Enjoy!
I have a few questions about the new expansion. 1. Is it possible to start as a TEC Corp/race and then become an offshoot as rebels or merge into the Alliance of TEC? 2. Will exploration get changed, as in no phase lanes, but you can only jump a certain distance before your engines or reserves need to refill. Instead of new phase lanes being shown after your ship exits phase space, you must colonize, or scout the planet/get intel of new coordinates for more planets.
I have a question for everyone. Is it possible to create a ship that can change its mesh color according to the background? For example, a concept/prototype ship that is a stealth/reconnaissance ship that enters an asteroid field/plasma storm area and cannot be seen because the hull or shield is mimicing the background. The shield or hull (most likely the shield) will prevent the ship from being detected by most sensors unless they are researched and/or upgraded. I think its p
http://www.youtube.com/watch?xl=xl_blazer&v=4vT1CnIGRY4 The picture this video has would be a really nice effect for a hyperspace window in my opinion. http://www.cognitivedistortion.com/ Another site that has some nice pictures for background settings in Sins.
http://www.megaupload.com/?d=WJOAP99Q dolynick_FleetSize-d1.00 http://www.megaupload.com/?d=G0E4GPKS dolynick_GalaxyMod-d1.03 <a title="dolynick_PlanetSize-d1.00.zip" href="http://www.megaupload.com/?d=LUUX5M
Dolynick, if you give me a working link of all your versions of this mod, I can host it on megaupload for you.
I want to make a suggestion for Galaxy Forge... I've used it for making maps I enjoy, but its missing a lot of things in my opinion. First would be the placing of ships. When creating a new map and trying to make a 2 front war type deal it doesn't work... The ships just get randomly placed and that messes up the whole effect. Same could go for structures, you can't make a map to go with a story you want to create if the starbases, refineries, etc. will be all over the
Okay RPG wasn't the only idea I had added there are plenty more that can be incorporated into the game.
I didn't mean totally convert Sins into an RPG, but just add that as part of it. In main menu u can choose regular gameplay and RPG gameplay. As I stated it's what ideas I have so far I will rewrite it to be more organized but I just posted the rough draft you can call it, to see what others may suggest.
This is my jumble of ideas I want to suggest for Sins of a Solar Empire. Would be nice if the devs considered some of them. Some of these need to be explained more in-depth, but this is what I have so far. Since Ironclad and Stardock are working on fixing the 2 gig limit. I wanted to make some suggestions for what you can add to the game with the new updates and for what you can create in Sins Of A Solar Empire 2. I have a lot of sugg
I wanted to know the complete list of commands you can write in the whoke GameInfo folder, for skills, actions. I want to create a custom skillset for a mod I want to put together. For ex. isAutoCastAvailable TRUE isAutoCastOnByDefault TRUE pickRandomPlanetToExploreForAutoCastTarget FALSE ignoreNonCombatShipsForAutoCastTarget TRUE Things like this is what I mean.
Well you have to take into consideration that the Wraith ONLY got the ZPM-Powered Hive Ship after they got the ZPM's. I Haven't played as Wraith yet to see their research tree, but I would assume it should be Late game as it was the last 2 episodes of the show that they had the ship.
thanks the updates and fleet size mod worked but the main didnt want to download but thx for the file
I keep having a problem trying to dl the Entrenchment version of the mod on the main post it says connect keeps timing out and resets. Can someone give me some help?
Wow no replies yet, guess dolynick is busy. But I wanted to suggest, It would be easier, when for example I want to modify the Asgard Fleet Supply and Capital Ships, to be able to modify files pertaining to the race and not just a general Tech race. Something like the Stargate Invasion Mod group is doing where the Humans have their own Ship Supply and Capital Ship files for easier modifying. So if you could do that for all of the races in your mod that would be a big help. [e
Oh well I guess just the flying parts will do. How about when they say they are venting atmosphere, and they have hull breach and some areas are locked down and stuff like that is it possible to show somehow parts of the ships going dark and venting atmosphere or something similar to that?
Wow that is just beautiful work. Just LOVE the way Atlantis looks and the way the beams are gonna be... gotta love them Asgard beams especially when they beat up hives. I do have a question though... Is it possible to make it look like a ship actually recieves Hull damgage when it loses sheilds completely... For example Atlantis, when it got hit you could see pieces of this and that flying around in space from Season 4 Episode 1 and 2 I believe. When they were passing by an as
Hmm, okay, I will mess around with that see what I come up with. Though I tried to change how many upgrades a Starbase has, it didn't quite work for me , but I guess I must have been doing something wrong... While I am at it, I was wondering how to create a ship or edit a created one already. As in convert a ship's Mesh to a format XSI 6 Mod Tool can understand. Help is appreciated.
Where can I edit how much Hull and Shield a starbase starts out with and such, because I can't find it in the StarbaseTech file.
The only thing I would like to see in a Starcraft 2 Mod would be the Hyperion as a capital ship..... Or make one big mod that takes ships from all sorts of games / shows and puts their coolest looking ships into the game to replace the current races ships..... *hint hint* Imagine having a Hyperion, with a Wraith Hive, with a Ship from Babylon mod with a ship from another mod all floating around in space owned by one player xD
I guess the shields will have to do. Another thing is the ships... I've been playing as Ancients mostly and have noticed that when you look at the ships from up top, you can see the textures and details, but when you zoom in and angle the view it makes it look like a smooth surface. I am not sure if that was a quick fix or you intended for them to look like that. But when I zoom in it would be better to see the textures of the ship. I've heard that someone
I have noticed this a long while ago, but haven't had the time to bring it up... When any ships fires drones, and you click on the ship it is firing on, the ship recieves the damage before the drones are even close to impact. I was wondering if you could change that so that it would be more accurate. If you have already encountered this problem and fixed it then thats good, if not this is a pointer to it. And I don't know if you are gonna change anything, but t
I guess I'll have to deal with that as it is then. But umm going back to the Daedalus... is it going to have blueish shields, or is it just the map that decides the color of the shields.... Also, I had previously said that since you guys have modded planets, and such, it has made any map that you can start really dark looking so you can't quite see the details of the ships and structures that good. I know the game itself does that where it generates dark maps, but could
I have a suggestion to make... I've been watching Stargate Atlantis again, and noticed that the shields of the Daedalus are blue-lightblueish I don't know if you guys are going to keep the current color of the Daedalus' shields or if the map I am playing makes the Daedalus have red-blackish shields. And @kris159 I understand what you mean, but as Tgillian suggested, it would be nice to be able to start off with one Atlantis, and if it dies, you can't make another... I