Hey nice.... some years ago my link to that video told me it was deleted due to copyright infringement (or however you spell that damn word). Nice to see it back up again :)
-Norbert-
Considering all the races work together (more or less) to battle the Xenon, an alliance of the X races would even be justified in the backstory... as long as the Xenon and Khaak aren't part of it obviously. And while it wasn't part of the official campaigns, a revival of the old anti-Xenon alliance to battle the Khaak would also make a lot of sense, since the Khaak attack all of them in equal measure. "Argon (Long Lost cousins of the Terran's)" Weren
Considering he posted a screenshot of the entity.manifest I'd guess so. In the player .entity you don't have the .entity at the end of each line and it starts with entityDefName, not entityName. Is it possible you forgot to, or messed up when increasing the counter at the beginning of the research list?
Speaking of orientation, it would be nice if that would be dynamic. If you lock up weapons and only unlock them by research, the AI tries to use the most damaging bank, even it isn't unlocked yet. So if you lock up a Radiances beams and plasma, it will sit in front of the enemy completely helpless and unable to fire. But if you tell it to use broadsides, it will always use broadsides, even when the all weapons are unlocked. So it would be nice if the oriantation would eith
Wait... giving fighters shields crashes the game? Then that is my next suggestion: Make it possible for fighters to have shields.
In addition to what Stant posted, Gunships also seem to prioritise fighters over bombers (or at least they did two versions ago for me. I took it as a given, they behaved the same in the new version and thus didn't check again). In short: Fighters intercept bombers, to protect your big ships. Gunships hunt down enemy fighters, thus protecting your bombers so they can deliver their damage. Bombers hurt ships and stations. EWS Bombers do very little d
-Allow weapons to be replace or locked up by a research subject's completion. This could be used for sacrificing one weaponsystem of your capital ships for a big increase in shields or armor for example. Or, if coupled with an increased weapon type limit, it could be used to let ships start with weaker weapons that get replaced by stronger weapons later on. For exampel you could let the Radiance start with only lasers in all slots and replace the forward batteries only wit
The Oceanic planets have increased shield restore rate by a percentage, so my guess would be that it is possible. Also earlier in the thread, someone posted a little fix that moves the planet ability icons of swamp and relic worlds from the left to the right side of the interface (so they don't get hidden beneath the building icons after colomization). Any chance this fix could add that fix into the mod? Edit: Found the post by Stant123: <a href="https://forums.sinsofasola
That last post gave me an idea. Would it be possible to create squads of maintanance bots or construction 'furies ? I know the pic in the first link is called "camera bot" but in the series they were very clearly refered to as
I have two theoretical questions. 1) Is it possible to give weapons seperate damage against hull and shields. For example if I wanted to create a dedicated anti-shield ship, would I be able to give it a "normal" weapon that does high shield damage and low hull damage, or is that only possible with abilities (like the phase-out of the Mauroder)? 2) I searched and failed to find the place in the game were the weapons are defined. The only thing I found was the wea
Maybe there is a threshold for how high you can make that factor. On my end I only tried to push the max Upgrades to 10 and that works without a problem.
[quote who="Ryat" reply="5735" id="2976665"] [Quote who="SaintMina" reply="5734"]Is there a way to edit Whirlwind for more artifacts. That would be nice.[/quote] In Galaxy Forge yes.[/quote] Or you can just open the .galaxy file of the map you want to change with notepad or any other text editor and increase the "planetArtifactDensity". And as always, best make a backup before changing anything, just in case.
What pisses me off about deadly secrets is, that I usually find it coupled with an artefact, effectivaly taking the Artefact in question out of the game for good. And that the AI constantly tries to re-settle it, resulting in "our ally has lost a colony" every two minutes, if there are any bots involved.
[quote who="myfist0" reply="7" id="2976424"]VERSION? What version is the game at and where did you get the reference files? All modding questions need to start with this most basic info please. The Org Sins needs all the Reference files, not textures or sounds. Basically all the files that Ent and Dip manifest files list because Org Sins does not use manifests.[/quote] As I already wrote in the post directly above the one you answered to, I took the files
I got a new problem. While the frigates show the changes just fine, the capital ships don't. The files are all correct, but the capital ship entity files are ignored. I even tried to put nonsense into it, that should make the game crash, but it loaded just fine, so the capship files are ignored completely. Does anyone have an idea why?
[quote who="DavidFalcon" reply="5575" id="2971146"] I keep getting a 500 error (internal server error) if you click the download in your previous post.[/quote] Look at your adress bar. For some reason the browser (or at least Firefox) adds some stuff infront, including the "yes you can". Just make sure that only the actual link is there and it's downloading fine.
Why would you get mad? The only really bad episode is "Grey 17 is missing" and even that got some nice moment with the secondary arc about Neroon and Delenn. Now if you would complain about some of Crusades episodes, I could understand you. And I still try to tell myself that "Legend of the Rangers" was never made.
With the solutiojn BadTune suggested the crashes are now gone. Thank you. I did detect a tiny, non-critical matter though. The symbols for the Relicworld's shield are on the left side of the window (at least it's that way with the Huge Relicworld). Once you colonize such a world, those symbols are hidden by the build symbols. Can those two symbols be moved over to the right side, above the "set rally point" and "squadron management" buttons, so they stay visible on colonized w
And you might want to start the game once, after patching. The mod folder for the current version is only created on the first game-start, not during the patching. Also, if you activate more than one mod at the same time, the uppermost will have the highest priority (unless the whole thing crashes because of the mods beng incompatible that is). So if two active mods both have a modified Halcyon Carrier file, the one from the bottom mod will be ignored in favour of the upper mod.
I tried to download the full pack, but yesterday the link was broken. Now it works again and I'm currently downloading it. I'll report back if I get the problem with the full pack too. Edit: No, nothing changed even with the full version instead of the patched. Missions still crash the game on occasion when entering the Diplomacy screen (or however the F1 screen is called). Edit2: It seems it is the "Send Envoy" mission that is bugged. While the game crashes on trying
[quote who="SpardaSon21" reply="5555" id="2970148"]I've had issues with minidumps. I've played a couple of games, and after my ally assigns me a mission and I go to check what mission it is in his section of the Diplomacy window, it minidumps on me immediately after I click on the button to open his window. I couldn't tell you what mission it is because it the game just stops after I click on it. EDIT: I was Vasari and my ally was TEC for both dumps.[/quote]
It does make a difference, because I want to send this mini-mod (replacing all blob lasers with beam-effects if anyone cares) to a friend, so the smaller the better. The GameInfo is just 1.27 MB, so no problem to send. The Sound and Texture folders on the other hand are more than 200 MB and 1 GB big. But luckily it is enough to only copy the GameInfo folder, which makes matters easier. Thanks again for the help.
Thanks for the fast answers. But do you mean only the complete GameInfo folder, or also the texture, sound and other (non addon) folders and files?
I just tried to put together a small mod for the original Sins, but no matter what I do, the game crashes all the time. It crashes as soon as there is a GameInfo folder in the mod folder, even if it contains only unmodified original sins files straight out of the game folder and even if the GameInfo folder is completely empty. Entrenchment and Diplo run fine with a variety of mods (or empty GameInfo folders), but original Sins crahes as soon as there is a GameInfo folder. <p
The last time I tried to load a vanilla save with the graphic mod enabled, there were no problems whatsoever, but since that was a few patches ago (and in Sins without Entrenchement) I can't garantee you it's still the same. The worst things that could happen are, that either it immediately crashes, or that you won't see some of the graphical improvements.