SEB9

SEB9

Joined Member # 463774
8 Posts 61 Replies 1,078 Reputation

It just showed up in Impulse for me [e digicons]:grin:[/e] I got the email confirmation about an hour before Impulse showed it, even with manually adding the Entrencement Registration - I now have the Rego listed twice [e digicons]^_^[/e] And now there is the wait for the download - nearly 300MB ... Can't wait to get into playing though.

193 Replies 381,302 Views

You are correct, this has been covered before - its a pity the search feature of this forum is so poor (I couldn't find the thread when I had this problem by searching until I got google to search the forum [e digicons]:annoyed:[/e] ) Basically this and the Instant Defeat issue is due to the Player(s) setup in the map. Make sure each player has a starting Home World - planet/astroid etc...

3 Replies 31,610 Views
Reply to Wormholes in Sins Modding

I'm not sure that Pirate ever use Wormholes - perhaps others can confirm this. Wormholes can be linked across Stars as you indicate you want to do. With the 1.1 GalaxyForge, you just setup wormhole links in the same way you setup phase lane links.

3 Replies 5,872 Views

However, to get any changes you've made to be used by the game, you do not need to convert the files into Binary format. Putting the modified files in your Mods folder - on my PC this is " C:\Documents and Settings\[username]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods" and then simply activate it in the game via the starting menus.

5 Replies 5,134 Views

hmm that interesting Annatar11; as it seems to pertain to my own issues with things not working that I think should. Perhaps this hints at some issue with the engine itself when we modders start messing with the files; that its possible to get the engine, or something, into a 'state' that interfers in some way with custom files. Obviously its not wide spread; but now and again someone bumps against something the game would rather we didn't - or I'm just seeing shapes in the mist [e di

41 Replies 34,676 Views

If I remember correctly, O.R.B employed Orbital Movement mechanics as part of a systems' setup.

7 Replies 2,367 Views

Give that man a cigar! I knew what I wanted but for the life of me I couldn't remember that name of the Shield or the ship [e digicons]o_O[/e] , yes the use of that Ability was the idea - why reinvent wheel... I was more thinking of adding an entirely new ship to be the Colossus. I think it needs some more ground work before jumping in. But your idea would allow it to be implemented and tested more quickly to see if its viable.

6 Replies 26,699 Views

Thanks for the feedback. As I said above, the mod hasn't had much in the way of play testing yet. As a mainly TEC player, I've yet to have alot play throughs as either of the other races. What I have found is that Capital ships are able to wipe the field of battle more easily than I was expecting, so I am looking at whether increasing umshielded ship's armor may offset this somewhat. I have also found that the use of Strike craft to be more important now as the unshielded sh

6 Replies 26,699 Views
Reply to .mp3-.ogg in Sins Modding

Yeah, QCD site seems to be having problems, I can't get to it either...

9 Replies 7,617 Views
Reply to .mp3-.ogg in Sins Modding

I use QCD for my music encoding. I'd suggest that if you have the original track(s), to encode them straight to OGG rather than re-encoding from MP3 to OGG - the quality would be better.

9 Replies 7,617 Views

I just put up a 1.1 MOD - Capital Ship Hard Shields. I juat restarted the MOD with Reference Files from the Forge 1.1 package.

6 Replies 5,748 Views

One small correction to your previous post Annatar11, If you're not putting the ability on a capital ship, you cannot use Intrinsic levelSourceType because no other ship can gain levels. This is not true as I have moved a ship Ability to a PlanetOrbital and not changed the levelSourceType from Intrinsic. The Ability works like this. I will qualify this by saying that I have Zeroed Level 1 and 2 entries so that only Level 0 has relevant data. <

9 Replies 10,703 Views

By all accounts its sounds like Entrencement will fix the issue and allow more than 4 Abilities due to the Starbase - here's hoping. Let me know what you think of the MOD, its not had that much play-testing yet.

6 Replies 26,699 Views

Name : Capital Ship Hard Shields (CSHS) PoC : SEB9 URL : Download Info : A simple Mod that works on the premise that Shielding technology is bulky and requires a huge amount of ener

71 Replies 271,430 Views

Capital Ship Hard Shields by SEB9 A simple Mod that works on the premise that Shielding technology is bulky and requires a huge amount of energy to form and project a shield around a ship. Therefore only Captial ships have the size to mount and operate a Shield system, every other class o

6 Replies 26,699 Views

I'm afraid you're in for alot more work - the reference files for 1.1 are different from those of 1.05 and so MODS done with 1.05 will need to be updated to 1.1. The individual files you've modified or added maybe ok, but you need to update the GameInfo reference files to those of 1.1

1 Replies 2,018 Views

I really hope so as my new MOD adds a new ability to all Captial ships, which currently means I have to replace one of the default ones to make it available...[e digicons]:annoyed:[/e]

11 Replies 3,929 Views

I use an app called Milkshape which I have found to be quite easy to get into, the devs and community are quite active and helpful too.

12 Replies 5,276 Views