philothanic

philothanic

Joined Member # 4324782
23 Posts 24 Replies 14,740 Reputation

[quote who="ZombiesRus5" reply="17" id="2997005"]Would be a coincidence unless from Sot13t. I made a rough design of the abilities above excluding Ram and Nuke during a break at work. I'll be honest I haven't looked at your mod as of yet and just assumed it included Sot13t without any significant modifications. I'll take a look at it when I get a chance.[/quote] Wasn't counting Nuke and Ram. The non-networked systems and stealth bomber, although now I can't remembe

3,050 Replies 8,586,081 Views

[quote who="myfist0" reply="16" id="2995219"]0 errors with the Dev in my testing. If I get 1 it is fixed before moving on.[/quote] then I applaud whatever black magic you are using in your mod. or the meticulous research into figuring out the solution. whichever one you prefer [e digicons]:grin:[/e] . fellow players: I am currently interested in thoughts on balance between races. one of the sticky points moving forward will be balance with each race's

46 Replies 47,463 Views

really like the texturing. especially on what looks like the corrected Valkyrie model. How did you get that anyway? (rhetorical question). is it too early to ask: can I use the new textures/models when they are done? feel free to use anything from the Colonials on Sins of a Sci-Fi Multiverse (if you haven't already, one or two of those capital abilities look familiar [e digicons];)[/e] )

3,050 Replies 8,586,081 Views

[quote who="Theophantus" reply="12" id="2995008"]Unbelievable. Nobody gave a shit about this concept 4 months ago. Now this is the second one in short space of time. [/quote] we started conceptualizing ours about 4 months ago, then had to learn modding, mod it, and then acquire permissions to release what we have. I've been thinking of it ever since I started playing Sins though [e digicons]:grin:[/e] . That and you have mods like SOGE and So13T where th

46 Replies 47,463 Views

[quote who="Holybeast" reply="10" id="2994551"]Just noticed that the executor's back three engines dnt have the engine trail like the other engines do[/quote] probably. this is only an alpha release, so i'd expect a few bugs [e digicons]:grin:[/e] . we'll be keeping our eyes out for bugs like that while adding in the next three races. [quote who="noing" reply="3" id="2993798"]may i suggest some stargate races be added in after the next 3? [/quote]</

46 Replies 47,463 Views

we are currently working on adding the Cylons from Battlestar Galactica and the Republic and CIS from Star Wars as the next three playable factions. and other improvements, balancing, and features. due to school starting, I cannot give any time frame for when they will be released.

46 Replies 47,463 Views

A long time ago in an internet far, far away.... SINS OF A SOLAR EMPIRE: Episode XLII: Sins of a Sci-Fi Multiverse There is unrest on the Sci-Fi Boards. With the Sci-Fi Admins gone, the Fanboys infiltrated the Sci-Fi Forums, <span style="font-family: arial, helvetica, sans-serif;"

46 Replies 47,463 Views

[quote who="Volt_Cruelerz" reply="249" id="2975620"]I'm trying to get this as an ability that can be managed at a squad-by-squad basis. And did you mean fighters can't buff themselves or squads can't buff themselves?[/quote] You can have a squadron's ability apply a buff that targets fighters, but you cannot have squads buff themselves (ApplyBuffToSelf). An example of the former: buffInstantActionType "ApplyBuffToTargetsAtOrbitBody" instantActionTr

2,761 Replies 7,626,708 Views

[quote who="Volt_Cruelerz" reply="223" id="2974299"]And is there really no way to make a squad directly buff a member of that squad?[/quote] You can create a passive non-stacking ability that applies to all fighters in the gravity well. That's the only sure way I know of to give an ability from a squad to its fighters (albeit all that race's fighters in the gravity well). However, like GeoFan77 said, there is no good way to make a squad directly buff the members of that squ

2,761 Replies 7,626,708 Views

[quote who="Volt_Cruelerz" reply="217" id="2974232"]I did, but the descriptions of them wasn't terribly clear. Would it be possible to make an ability easily then to simply ramp up the damage of the ships themselves for a short while then?[/quote] My modding team came up with an ability that might do what you want. We have an ability that spawns fighters with a decreased hit % buff. The trick is to have a buff that does two things: spawn the fighter squadran and

2,761 Replies 7,626,708 Views

[quote who="Holybeast" reply="1717" id="2973542"]im having a issue whenever i try to update on svn a command pop ups saying execute a clean up command what do i do?[/quote] From my experience using SVN, the cleanup error usually means that for one reason or another a file didn't get deleted when it was supposed to. I think usually this happens in the .svn files, but I'm sure someone more knowledgeable then me will correct that. The one time i

1,730 Replies 4,134,165 Views

[quote who="GoaFan77" reply="204" id="2973583"]I have noticed that sometimes if you are in a battle with a faction, the game will play one of the music themes from that faction. It seems to be a hardcoded engine feature but to an extent its kind of nice from a thematic point of view.[/quote] looks like my "bug" might be a feature.... I'll probably end up playing around with it a little bit more, but what you said makes sense and lines up with what i've done so far. tha

2,761 Replies 7,626,708 Views

New Question: I am currently working on music for a mod and am running an issue: race specific music is playing for all races. I completely replaced all the original Sins music in SoundMusic.sounddata, and then cleared Game.musicdata so it had no tracks listed. All the music calls currently come from the player.entity files. The tracks in the player.entity files are partially unique and partially overlapped. so, for example: music_race1_batt

2,761 Replies 7,626,708 Views

Short answer: yes. Just make sure that the checksums for the mod match up before you start and, as a rule of thumb, don't play above high graphics settings. Some mods will bump Sins above the 2GB "hardcoded" memory limit which will result in an immediate minidump.

5 Replies 15,948 Views