[quote who="Hael-sose" reply="4799" id="3501538"] Meanwhile, a sketch for the Minbari space station [/quote] Considering the, brief, fuzzy view we got in the series that's most impressive. How about using the atmospheric transport for the colony ship? Sadly you never see the dorsal side, though I imagine Hael-sose could come
NewHorizons
[quote who="TobiWahn_Kenobi" reply="4786" id="3500905"] As for the size, if you can give me hard numbers (meters) then I'll adjust (easily done with the moddb) [/quote]The scene that springs to mind is when Emperor Turhan visited B5 (much to G'Kars displeasure!) in 'Coming of Shadows'. The Royal Liner (Primus minus turrets) was significantly larger than the escorting Vorchans. Not sure how 'canon' these stats are, but the figures that 'Into the F
[quote who="Hael-sose" reply="4784" id="3500776"] Do you mean this one? [/quote]It was tongue-in-cheek, but yeah, that one! :-) SB Constructor for it could possibly be like its Minbari counterpart where is can either deploy civilian (like Ragesh-3's) or military variants of the SB. Former could have colony-pod/trade-port type upgrades, latter would have more weapon/armour upgrades. A model for the G'Karith would be nice - I always thought (if I could figure o
[quote who="Hael-sose" reply="4778" id="3500141"] Here's a pre-texture rendering of the Narn T'Loth. [/quote]Looks very good. **wishes-for-Centauri-starbase-model-to-recreate-Ragesh-3 ** ;-) Fired up SotYR for the first time in a while and I like updates. Centauri Primus is really nicely detailed, colours are spot on, though it could do with being larger. ATM it's not much bigger than a Vorchan which IIRC was about half the size (width). Found a hard-to-s
Most current distros have already released a patch for the bash package. Easy to fix with a zypper, yum or apt-get update.
Thanks guys - https://forums.sinsofasolarempire.com firing on all thrusters again :-)
Klingon & Fed both have cruisers (Fek'lhr , Norway & Intrepid) with anti-Borg abilities. If you're about to take on the Borg make sure your fleet has plenty of those classes. Galaxy classes with two or three points in Elite Engineers can help keep your fleet alive for no AM cost whilst the Borg exhaust their reserves. In addition to the Feh'lhr, Klingon elites have abilities that are useful against the Borg, eg B'Ing Manoeuvre on the K'Vek will prevent any
[quote who="Darvroth" reply="4556" id="3469664"]Hael, nice looking model.[/quote]Agreed, that and the Morshin look good. Be nice to see all the various factions equipped with their own units. At the rate Hael-Sose is churning them out, that seems not that far away :-) [quote who="Darvroth" reply="4556" id="3469664"]... gravity drive system the Minbari use is somehow tied to the fins.[/quote]Correct, IIRC they're kind of gravity field projector:- the Trigati was disabled when anoth
Cheers IskatuMesk, very generous of you, I'll have listen... Not many weapon effects have been changed recently, but dialogue sounds have been expanded quite a bit.
[quote who="Hael-sose" reply="4484" id="3455059"]Lonely Vorlon Module Constructor hard at work.[/quote]That is quite neat. I could almost imagine those two paddles and the tentacles waving around as construction commences. [quote who="Darvroth" reply="4485" id="3455100"]Looking forward to facing a complete faction.[/quote]Be careful what you wish for, especially if you're on Centauri Prime. [e digicons];)[/e] [quote who="TobiWahn_Kenobi" reply="4476" id="3454461"]Fo
[quote who="Darvroth" reply="4461" id="3452384"]I have no models to contribute but my hat is off to the coordination coup that you pulled off. Any little work of mine I freely share with the X3TC B5 mod team.[/quote]Same here too. Sounds a sweet deal.[quote who="TobiWahn_Kenobi" reply="4460" id="3451871"]Raider Fighter (Zephyr) and Carrier with Fighters[/quote]Light 'em up lads. We've got booty to plunder! ;-)
[quote who="Hael-sose" reply="4439" id="3449758"]As promised, some Vorlon ships. [/quote]Nice models. I quite like the cruiser in front of the planet killer. [e digicons]:thumbsup:[/e] Raider carrier looks good too.
My guess is that AbilityHyperspaceDisruption.entity is not in entity.manifest . You should be able to confirm this by using the dev.exe
This sounds like a translated string that is badly encoded. Sins uses UTF-8 encoding. See Turkish Characters .
If you registered the game when you bought it using (what was) Impulse, then you **might** be able to obtain an updated version at https://store.stardock.com. That certainly worked for me with the Trinity collection (which includes Entrenchment 1.055), I'm not so sure about Entrenchment on its own though.
It **might** be the frigateRoleType . The EA Avenger only has a frigateRoleType of Carrier , which in Sins are all unarmed, so just sit around spawning strike craft. Shadow, Centauri, Narn carriers have secondary frigateRoleTypes of Heavy or AntiFighter , which might explain why they're eager to engage in combat. However the Minbari's Morshin carrier only has a roleType of Carrier like
**Might** be the 1st time run crash, see http://www.moddb.com/mods/sacrifice-of-angels-2/tutorials/install-soa2-for-rebellion Try restarting Sins after enabling SoA2. Edit: Actually I remember spotting a problem a while ago with Random Events - some their entity files were missing. Have you got the latest patch of SoA2? I'm sure the team fixed this.
[quote who="JimPeck" reply="4574" id="3430024"]my uni-complexes ending up with names like "Klingon" or Dominion".... not sure if it's the patched string or what. [/quote]I have seen similar things with other race's SBs as well, eg Fed SB with a Cardassian SB name. It may be a side effect of loading a game that was saved with a different version of the string file. I've not replicated the problem when the number of strings stays the same (between saving and loading a game).
[quote who="JimPeck" reply="4570" id="3429802"]One small glitch, when you wave the mouse over the upgrades button, the Borg Uni-Complex regeneration feature shows up as a second Elite Assimilation.[/quote]Good catch, looks like regeneration ability is using the wrong string ID.
Mod path is based on the version of Sins, so when it gets updated by Steam the mod path changes. Hint:- Use the Options -> Mods -> Show Mod Path button to find the new location, and then move mod folders, such as SOA2R, from the old to the new mod directory. If the checksum is zero that indicates you may have the mod directory at the wrong level, eg SoA2's entity.manifest would be in C:\Users\locksquest\My Documents\My Games\Ironclad Games\Sins o
[quote who="Lucoria" reply="4349" id="3426982"]Title says mod is for Dip 1.34, Can I still use it on 1.37?[/quote] Yes, the only change between Dip 1.34 & 1.37 were fixes to multi-player support, IIRC. None of those changes affected mods.
[quote who="Darvroth" reply="4340" id="3424565"]I can't find AbilityAntiMatterRechargeModule to update it to effect titan class ships.[/quote]Should be just a case of adding the new object types to the targetFilter. I'm sure I logged a ticket for that (maybe as the AM recharger structure), as my version of that entity is still modified:- [quote]targetFilter numOwnerships 1 ownership
[quote who="TobiWahn_Kenobi" reply="4315" id="3418773"]Sharlin as colonisation ship might be interesting, though for the carrier, I consider that one of the few disadvantages of Minbari, not having a capital carrier. For that they need the Neroon Titan.[/quote]True, the Neroon does carry a lot of squads, but the Sharlin could host a few too so I was proposing moving the Sharlin's statCountType role to the Sharoos and its statCountType to the Sharkaan with the hope of giv
[quote who="Darvroth" reply="4310" id="3418586"]... the starting ships for each faction need revision. Not only for starting position, early, normal, late but also for ship selection relative to the tech tree and for victory settings.[/quote] Been thinking about starting capital ships myself, and given Lavo's AI insights, would suggest making them colony capitals** like the Explorer. That then shuffles around roles to other ships and so on...
[quote who="Darvroth" reply="4306" id="3418397"]The amount of resources required to produce a second Elder capital ship cannot easily be mustered in the early game so even a "normal" Vorlon or Shadow Flagship is ok with me provided you aren't trying that victory condition on a small map[/quote]Your first capital ship is still free even with the flagship victory condition enabled. For comparison consider how these starting fleets would do against each other with, and without, their flagshi