furyofthestars

furyofthestars

Joined Member # 4817817
17 Posts 273 Replies 8,560 Reputation

Re: Planetary Annihilation: It's been a while since I've really payed any attention to the news concerning that game, but I was in on the Kick Starter for it. One thing to note about the "custom" Commanders on the $1000 tier, is that the devs assured everyone several times that it would have no impact on MP/SP balance. What it allowed was for you to talk directly with one of the designers and work with them on having a custom model made up for your Commander that only you

77 Replies 413,904 Views

Respawned, I think you guys might be talking about different timings in the game. I believe Sareth is more concerned about mid-late game, whereas you're covering early game.

321 Replies 1,056,299 Views

[quote who="Darvroth" reply="4612" id="3476455"]We considered the Drakh, League of Non-Aligned World races among others but there is so much effort remaining just to install the core races that those secondary efforts will have to wait.[/quote] Right, sorry, I was mentioning that as a make the Drakh an actual part of the Shadows, not a separate faction. Umm... similar in concept to the Dawn of War series of games, with the Tau, how playing as the Tau faction you're actually

5,473 Replies 14,190,123 Views

@syuvial: Not sure. There's a lot of stuff the devs have hardcoded into this game that many of us are a little dismayed and/or confused over. @Respawned: Not sure that would be needed? We're talking merely mobile starbases within their own grav wells, not phase jumpers. (Well, syuvial was asking about that, but that was independent of the thread as a whole and he mentioned he didn't care about balance). Either way, once the test mods I'

321 Replies 1,056,299 Views

Oh... I understand what you're asking, now. The ability to phase jump like a normal ship... not needing phase nodes. Off hand, no, you can't. That's hardcoded engine side. There might be some tricky method where you can have the starbase create phase nodes at the surrounding grav wells, thus allowing you to get around it like that, but that would have other consequences with it as well.

321 Replies 1,056,299 Views

[quote who="syuvial" reply="298" id="3476372"] That's super neat! Is there a way to mod it so that all the factions starbases can phase jump the way that Vasari could pre 1.5? I don't care about game balance since i really only engage in compstomp and co-op compstomp games.[/quote] Yeah, you'd have to add the specific research that Vasari Rebs get to the faction you want to be able to phase jump. Apologies, but I'm not going to get into the "c

321 Replies 1,056,299 Views

Er, crud. You're right that they're not working. I have to be signed in before I can even see my mods, but then clicking the download buttons give me Invalid URL error 400. The mods are "Mobile Starbases -10%" and "Mobile Starbases - 25/50%", but they're not appearing in the master list, either. *grumble* Maybe there's a delay/approval time period first before they are available? I'll find out....

321 Replies 1,056,299 Views

[quote who="cybertx" reply="4608" id="3476211"]Go here: http://b5warsvault.wikidot.com/ and download the zip files for any race that you would like to see the ships official(video game, rpg game and tv and movies) and unofficial(user generated) Another good site to look at the ships(pictures, 3d models) is this one: http://www.smikesworld.dk/smworld/galleri/spaceships.html[/quote] Looking through some of this, that reminds me... if you guys really want the Sh

5,473 Replies 14,190,123 Views

Re 25/50%, no I haven't. I only tried the 10%, but assuming I can ever get it uploaded someplace, it'd be easy enough to create a 25/50 version to upload as well. And yes, I'm using Rebellion plus both DLCs. EDIT: Ha! Figured it out... wincustomize didn't like Firefox (or the version of FF I was running). Links! Mobilize bo

321 Replies 1,056,299 Views

Hi, Haven't played your mod, but did like the B5 series and have to say a lot of your models are very nice looking. Just wanted to comment on one thing: [quote who="Hael-sose" reply="4606" id="3476152"]Also, I couldn't resist making up some Shadow vessels. There's so few canon models, not enough to cover all roles (siege, seeder, etc) so I'm experimenting some. Here's some samples, tell me what you think.[/quote] The reason for this was probab

5,473 Replies 14,190,123 Views

Certainly an interesting read.... Thank you Frogboy for the insight. :) [quote who="DaveDash" reply="41" id="3462785"]Also as a note, the entire industry where I sit is now moving towards SaaS (Software as a service). Consumers (Enterprise included) now want to pay x amount per month, instead of expensive license fees up front, even if the monthly cost ends up more than the up front cost.[/quote] I sure as in the heck don't. I'd much rather p

50 Replies 282,851 Views

Well, I think ApplyBuffToTargetsAtAdjacentOrbitBodies is allowed to target the "Planet", but I don't remember for sure. So in your target filter, set numObjects to 1, and put in the line: object "Planet" Buff1 should target the adjacent orbit body's planet and apply Buff2 to it. Buff2 executes the create module action. (<- I'm not sure if this buff is allowed to execute from a ship or other object, which is why I'm recommending targeting the plane

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[quote who="wetdelicious" reply="292" id="3475755"] Cheers furyofthestars I know little of what's involved but sounds like you put in some good effort thank you for that[/quote] If I could've gotten the test mod uploaded, I would have, but for what ever reason I was having difficulties with it last night. I tried wincustomize, but couldn't get it to give me an upload button/link or whatever. Not sure if it was something I was doing wrong or a s

321 Replies 1,056,299 Views

I do not have the game files in front of me, so I cannot look them up and tell you. A simple way to tell, is start a game that has one of these gravity wells, then zoom out a little so the gravity well turns into a strategic icon, then select it. From here, you should be able to see what affects it has in the lower-right UI, just as if you had one of your own ships selected and were looking at its abilities. Hope that makes sense to you.

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Well, you can try looking at Advent's Wail of the Sacrificed to see what it does to cause its affect to travel to the adjacent gravity well. But the issue here, I think, is that you can't specify which one or limit it to just one. So, if the grav well where this weapon is at has 4 connecting phase lanes, all of them will receive the buff. Additionally, if this is supposed to be an orbital module, you can look at the TEC

5 Replies 6,956 Views

I can honestly say in all my uses of Galaxy Forge, I have never had it spawn in "extra" worlds that I did not place. Try uploading your map file for us to look at? It's a simple text file... just open it, copy all the contents, then paste it up to pastebin.com and give us a link to the location pastebin puts it to. Don't post the raw text here in a forum post... it'll be way too long.

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[quote who="wetdelicious" reply="289" id="3475417"]tl;dr It is a fine idea for the purpose of shifting a starbase between combat, but only moving at 1% of the speed of the Vasari Starbase. This option would be the easiest to implement as at that speed it wouldn't even need movement animations and wouldn't really change any race balances[/quote] [quote who="sareth01" reply="290" id="3475474"]Since there are no mods to test on this[/quote] If you know an

321 Replies 1,056,299 Views

Now that I'm at home with the game files in front of me.... [quote who="Delnar_Ersike" reply="20" id="3474955"]Sins is essentially two different games: one on smaller maps and a different one on larger ones. Based on how Social and Industry upgrades are "balanced" against each other, the fact that each lab gives one tier of research regardless of map size, the fact that Titans unlock at tier 4, how the whole 1.80 open rebellion triggering thing was not noticed until after the patc

21 Replies 37,415 Views

Certainly some nice ideas... and while we're at it in digging up stuff (well, this one wasn't so old ;)), an old thread of my own that received no comments... I think in part because I posted it in the wrong section or something... it wasn't visible except via some convoluted method. https://forums.sinsofasolarempire.com/433718/page/1/

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[quote who="Delnar_Ersike" reply="17" id="3474505"]Either way, these issues all seem confined to GalaxyScenarioDef.[/quote] Erm, while some of them do cross over with GalaxyScenarioDef, none of them are actually confined to it? Several of these issues, in fact, have nothing to do with that file (like the TerranHome Social). [quote who="Delnar_Ersike" reply="17" id="3474505"]I suggest you make a mini-mod for the ones you think should be fixed[/quote] For

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Ahh, ok. For the longest time I thought the PF was simply an "extension" of sorts of the normal RAM and that it was only really used once the physical RAM was starting to run out (within the limits of what the OS could support, of course). I didn't realize individual applications could not only uniquely identify the PF space, but could explicitly cache things into it.

48 Replies 51,531 Views

Right, and forgive me, I'm not trying to cast blame around. And of course, rereading my post, I realize, too, I'm mixing a couple issues together. The "fair" versions of these 3 worlds already existed (and without the game files in front of me, want to say they are in GalaxyDefs), they just didn't have their values corrected. Regardless, the excuse of "time" is weak in this case because, at the least, it's been over a year since the DLC was even released.&n

21 Replies 37,415 Views