JA_394

JA_394

Joined Member # 4380292
15 Posts 823 Replies 17,006 Reputation

One strategy that should work is to expand quickly. 1 colony every three minutes in the early game. That is the widely accepted strategy amongst veterans. Build Carrier Cap first. Something I've done when playing as Vasari, when I have a Jikantra, I build fighters and upgrade Scramble Bombers. Makes for a good defense and offense. Research Phase Missile Technology as much as possible. Get lots of Kanrak Assailants. Get some Junsurak Sentinels to gua

20 Replies 11,098 Views

I have a personal mod I made for the TEC. It involves a long background story, which you probably don't want to hear, as it involves me humilimating myself, but here's the question: I want to add strike craft to the Solanus Adjudicator model. I know it's more complicated than it seems. I read somewhere that there is a way to add a spawn point to the mesh for strike craft, or something along those lines. I also heard you can convert the mesh to TXT and do it that way, so I'm ju

2 Replies 4,148 Views

So, I just take the unit, put it in a new entity file, modify it slightly, and do what with the page count?

12 Replies 8,365 Views

Well, do you have any idea what might be causing the turret to minidump upon deployment? Should I just start over? Wait. Okay, new question: Do you know how to add a new unit to the build tab? Because now I'm thinking, the game does not regonize it as the TEC combat turret. It regonizes it as ... something else. Could it be possible to take the unit mentioned above and put it in the build tab? As a combat unit and not as a deployable turret? (In a new entity file, of course)

12 Replies 8,365 Views

Eh, scratch that. The dev works, but the "turret" still minidumps upon deployment. I did get a chance to revise my abilities, though! The dev does not give me any errors about the turret, either, which bugs me.

12 Replies 8,365 Views

Ok, I did what you said, and the dev is not giving me anything about the files I edited. I think. Here is what it is giving me: Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Entity/Interfaces/IAbility.cpp(318) m_aiUseTime == AIUseTime::Invalid ... Or similiar to it. How do I fix that? Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172) i >= 0 ^ Actual message from dev. ...?

12 Replies 8,365 Views

I've actually modified the abilities to be frigate-worthy. The destabilize hyperspace phase is default on the Argonev. Yes, it's for TEC. I tried removing the abilities, but I got the same error. As for the dev.exe, here is an example: Text FileArchive missing Label. File: .\Entrenchment\GameInfo\AbilityIonBlast.entity Label: Level:1 Line Number:61 Line Contents:cooldownTime As for posting the Entity file, I just copy and pasted from wordpad. Can&#3

12 Replies 8,365 Views

Ok, I originally posted this in another thread, but that did not really work out. I've been fiddling around with this for a few days now. Now, something about what I am about to show you causes me to get a minidump. Here's the background: This is the TEC's deployable combat turret on steroids. Big time. It has 3 weapons, Beams, Autocannons, and Missiles. It holds 10 squadrons of strike craft, has Gauss Defense Missile Burst, Gauss Defense Rail Gun, Ion Blast, Resupply, and Destabi

12 Replies 8,365 Views

What in the Hell is the dev.exe? I had to use my task manager to shut it off. I do not know what it is, what it does, or how it works, or how it could possibly help me. It sounds useful, but it gave me an error for every file I had modified. Something about a missing label? I don't have time for useless applications. I am sure it can help someone do something, just not me. After I get this turret thing sorted out, I'd like to learn about these "shortcuts," but just not now. Now can so

25 Replies 16,843 Views

Okay, there is something about the above file that crashes Sins. I just tried to load it in-game, but Sins blacked out on start-up. Didn't even get the loading screen. Gave me a minidump. This has been happening all day, and I am absolutely certain it has something to do with this file, because whenever I remove the file, Sins works perfectly. I am stumped. It seems legit. Doesn't it?

25 Replies 16,843 Views

You are aware, of course, that the devs are not going to listen to a word we have to say about suggestions for the game?

103 Replies 305,275 Views

Eh, I think I'll leave the Pirates off. Too annoying anyway. I mean, realistically, space pirates would not be that much of a threat. What real space pirates would do, I think, is attack and pillage anyone who comes into their territory. Not raid someone every 8 minutes. Although I think they do need some sort of capital ship.

32 Replies 40,393 Views

This is crude, and doesn't add new weapon points, but it should work. Just copy and paste this into the Cobalt entity file. TXT entityType "Frigate" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE usesFighterAttack FALSE autoJoinFleetDefault TRUE canBomb FALSE typeCount 1 frigateRoleType "Light" statCountType "FrigateLight" mainViewIcon "MAINVIEWICON_FRIGAT

5 Replies 6,493 Views

You know what, completely disregard the above post. I've reworked the turret, and made it into the Solanus Adjudcator. How's this? TXT entityType "Frigate" defaultAutoAttackRange "GravityWell" defaultAutoAttackOn TRUE prefersToFocusFire TRUE usesFighterAttack FALSE autoJoinFleetDefault FALSE canBomb TRUE hasBombingLevels FALSE baseDamage 500.000000 basePopulationKilled 50.0 bombingFreqTime

25 Replies 16,843 Views

[quote who="StCobalt" reply="17" id="2910612"] what i recommend is just coping the turret from say the TEC carrier and then modifying it from there on.the highlighted is the actual mesh (what the turret looks like). you would best use a model that has the weapon slots you need. as of current, the TEC missile turret can only fire its weapons forward. [/quote] What do you mean copy the turret? It doesn't have any weapons. Granted, I've never really looked

25 Replies 16,843 Views

I don't care what it takes. We are going to get this thing to work. Before I show you my creation, I need to ask you: 1: How many targets per side can it engage at once, maximum, just at a glance? Your opinion is better than mine, here. 2, what improvements, modifications, tweaks, etc, if any, do I need to do to get this thing in-game? 3: I was thinking of editing the string file for this. What do you think? ... And now, ladies and gentlemen, I give you, the UberTurret... TXT

25 Replies 16,843 Views

Well, basically what I'm trying to do, I'm trying give the Cielo Command Cruiser the option to drop a Gauss Defense Platform at it's current spot, or as said, a frigate with the same mesh. I don't know what that means. But basically since dropping the actual platform isn't an option, I was thinking of just using the TEC Combat Turret, only with it's primary weapons as beams. I've got that down and it works, but I'd like to give it the abilities of the Gauss pla

25 Replies 16,843 Views

Hey, here's something I ran into: I spent 15000 credits to have the Pirates raid a planet. More than once. Anyway, after they finally wiped everybody out, the successful mission speech event came on, but it just kept repeating itself over and over and over. I had to delete my save as it became unplayable. I think that qualifies as a bug. Oh, and Kitkun, did you get your name from the planet Kit-Kunis? I just got finished playing that particular scenario, and I just thought I'd

32 Replies 40,393 Views