If you plan on using google docs you'll need to change the permission settings so people can access it.
WOEaintME
Make sure you have the latest galaxyscenariodef file in with your galaxy forge. It should be there by default but checking never hurts.
Titans retain their level when rebuilt. So if you get your titan to level 6 and have it destroyed, if and when you rebuild it, it will be a level 6 titan as soon as it's complete. Just the nature of the game.
Just remembered there was a mesh resize tool for Sins (Trinity version I believe), not sure if there is such a tool for Rebellion or not but certainly worth looking for as it would likely speed up what you're doing immensely.
Your ships as in: Ships you've modeled yourself. This is easy to do, simply scale down your model, or Default Sins of a Solar Empire ships. This is more of a pain that involves extracting the meshes into a 3d modelling program and then scaling them down before putting them back in game, unless there is a faster way a smart person (ie someone who's not me) knows of I feel like your intended question is the latter in which case I hope someone can
I've been here a few weeks now but anyways, I'm WOEaintME. I plan on making a mod (how many newbs have said this and gone silent haha) with a campaign like add-on. I currently have two missions where you start with a prebuilt fleet as a pedefined, and new race. I plan on trying to work my race into the sins story through the release of the DLC (The worlds are forbidden for a reason and my new race is a big, ok THE, reason for that). I'
Allow me to explain how difficulty settings work. Easy - This is for those who are new to the game or still developing their skills. It is generally a non-challenge (or easy) and players will quickly move beyond this state. Normal - An average game, players should still prevail, although victory will require more effort, planning and skill. Hard - Difficult, which is defined by Google as: Needing much effort or skill to acco
[quote who="Jythier" reply="7" id="3370599"] American - "Your answer was wrong, but creative - full marks!" European - "Your answer was correct, but not polite enough. You fail."[/quote] Canadian - "Your answer was wrong, but polite - Full marks!"
Open up "StarBaseTech" and all the other starbase files then search for the line "maxUpgradeLevelCount 8" and change 8 to however many upgrades are available. That should work if I understand you correctly.
Thanks Goa, That was what I was looking for. No need for all that fancy stuff in my opinion.
So I've attempted to add a faction to Rebellion and the Dev exe launches with no error messages popping, the player icon is there in the player setup screen, however, when I try to select my new faction I simply cycle through the TEC, Advent, and Vasari. My faction is playable through random but I should be able to get it so I can select my faction, I just don't know where to look. Currently I've created my own Faction entity, editted the galaxyscenariodef, added units, ch
Thank you, both of you. My model is now in game. I can't believe how easy it was (it's a very crude model but it's a start and it flies straight, first try) Thanks again guys, if all goes well I won't be back until I have models worth sharing with everyone.
So I've recently made a model in 3DS (just the shape, no points, textures, etc. Only boxes & spheres and the like) and from there I exported it as an obj which I then imported into XSI. Once in XSI I added some points (rootpoint, weapons, exhaust) and wanting to test it out I decided to export it as an xsi. My problem is when I convert it to a mesh using the Rebellion convertors I get a radius of -1, a poly count of 0 and no model. Any help would be greatly app