Under key controls in the options menu it's listed as V to zoom in B to zoom out. (and I just tried them and they do work) Perhaps your keys got remapped somehow?
Silveressa
The current problem of not being able add more than five ships to the frigate and capital ship factories,and not being able to add in new factories (like destroyer factories etc..) and have them function correctly. Last I've heard these two problems are currently unable to be overcome. (although I'm confident someone will figure a way before too much longer.) Since I haven't played Eve for about 3-4 years now, how many more ships have they added in just the frigate and battlesh
[quote]If your count is higher than the number of items, it shouldn't matter[/quote] I can attest to this being correct. During my combining of Mars Effect, Sins Plus and my own Empowerment mod into a single mod (Which I;ve titled Community Expansion Pack jsut for simplicity sake if anyone's curious) I placed the sting value # at around 100 or so higher than the number of strings available (becuse trying to count that many strings is more of a pain than it's worth.) and the mod's been r
So far the main hang up I've found with combining mods like this is the english.str file needs to be hand edited to include the various changes some of the more indepth mods (Mars Effects, Sins Plus, etc...) add to it. (The Win merge program makes this a breeze though so you can combine files in about 3-4 minutes a piece.) Everything else is pretty much pick and choose which effects from each mod you want/need and overwrite the appropriate files over the ones you don't. I was a
He's referring to the actual "moon" moons of places like Jupiter (Ganymede, Io, Europa and Callisto) most of which are the size of the planet Mercury (or bigger) I think it;d be nice to see moons around the planets, and maybe the ability to build special defenses on these moons (such a military base option that;s a combination fighter/bomber hangar and a orbital defense cannon rolled into one.)
I know there's a free version of maya available for download (and packaged with some games like unreal 2k4)as long as you don't try to make money with it you can do whatever you want with it. http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7639525 It;s supposedly geared twoardsw the begninner and user friendly so you can learn as go with minimal fuss. (I downloaded it once ages ago, but never got around to doing much with it. *shurgs* )
Alrighty, here's the link for v1.1 of my mod, enjoy and feel free to post, pm or e-mail me with feedback http://files.filefront.com/Silveressas+Empower+v11zip/;9730364;/fileinfo.html as a quick recap the changes from v1.0 are offically as follows: Anti Fighter Frigates: 25% more powerful across the board, this lets them handle the increased number of fighters/bombers more easily. Buildable Point Defense cannons: From the popular Mars Effect mod. (used with pe
It could be fun from a tactical stand point, however it eould make the game more micro intense, and sometimes a pain in the butt. (In swords fo the stars it was frustrating to have an entire fleet stranded in the middle of nowhere because a random battle or player popped your refulers/refineries. And they;d usually get decimated or abandoned until you could manage to build up a second fleet to escort the refulers all the way to the stranded fleet.) It could also make retreating from a f
Thanks, I'll give file front another go this evening when I've got access to the pc the mods on, and have an update for you then. (my lover's busy kicking the AI's tail at the moment on that pc lol)
Glad you got it working, if you can e-mail or pm me some feedback on the mod after some testing it'd be much appreciated.
I really like that idea, babysitting during the "pirate raid is imminent" warning is a real painin the butt, especially when the AI will snipe bounties at the last second,[I] and[/I] can add them in any incremant it wants, not just the 250 a click. (seeing them jump your bounty up 8K in 2 seconds to match theirs is hardly fair.)
First did you read the readme file I included with the mod? Second are you running windows xp? (vista does wierd things with files on install and I prefer xp for numerous reason; so I'm clueless when it comes to Vista.) Third, on the off chance you installed it somehow differently try the following: Start your sins game, go into the mods option in the main menu click on the "show mods path" (and write it down) then you should be able to navigate there normally. <br
That could be useful actually, especially if you want to level up a cap ship without going toe to toe with the main enemy, paying for some free pirate action could be benefical.
Alrighty, that makes sense, thanks.
Just curious if artifacts need to be researched after discovery before they effect your race. (I've tried clicking on them to research them but no luck, however when I look at the files for modding I find they list cost research time etc..) Sorry if this is posted in the wrong area by I'm asking about the regular unmodded Sins so figured it belonged here.
Aye, the frig files will only effect the anti fighter frigs, look for files titled along the lines of CAPITALSHIP_PSICARRIER.entity etc... for the captial ship files.
Alrighty I got a few questions, -How durable is the ship and how many fleet points does it cost? -Is the ability always on or does it use anti matter? -Are the ships immediately available to build or do you need to research them in the tech tree?
[quote]I was wondering if this can be done with the mod tool set (beta) download. Would I be looking in Reference Data -> Game info? What can I use to open the files, will notepad work?[/quote] Yes it works just fine with the beta toolset Yes look in reference data -> game info And last but not least, yes, notepad will work perfectly. look for the frigatepahseantifighter.entity, frigatepsiantifighter.entity, and frigatetacantifighter.entity files speci
[quote]Not that I mind a long game, as I would play typical 4X games for up to 8 hours a day. But I would like to play in a much larger galaxy but can't see myself playing a SP session that would last weeks for one game.[/quote] I've had some medium maps last 8-10 hours, and large/huge take considerably longer. I think a large variable to this is how well populated the randomly generated map is. If you get mostly planets in your area and your opponent is left with asteriods and gas gian
I played the wing commander mod for homeworld 2 for months on end (actually I think I still have it installed lol) and would dearly love to see a WC mod for Sins. The only down side would be the current fighters and bombers in Sins are so small as to be almost invisible, making the difference between a hornet, a scimitar, and a raiper all but nil unles you zoom waaay in. (Although an option to disable the z scaling for the fighters so they appear larger even when zoomed out would allevi
I agree the factions might have a fair amount of similarity at first glance, but it helps give the game a real "pick up play" feel and nicely balanced against each other. Some more diversity might have been nice, but at least this way all the races are fun to play as/against and you're not left wondering why the hell they bothered to put race x in and design them that way in the first place. (Like the orcs in Warhammer 40k DOW) All in all I see about as much (if not more) dive
I haven;t played Eve in about 3-4 years now, but I know what you mean, even back then there were a lot fo different classes. Possibly a potential work around would be to have more than two types of factories? A frigate factory, a destroyer factory, a Cruiser factory etc.. Then one can narrow it down to 3-5 ships per factory?
Really neat ships, they remind me a lto of Liir vessels from Swords of the Stars, I'm really looking foward to giving this a try when it's released. A concept I had for one of the capital ships special abilities would be a area effect bio electric shock that temporarily disabled all enemy vessles in the a radius around the ship for 3-5 seconds and maybe does a fair bit of damage as well.
Just curious if this is possible, since I find it kind of irritating to have hangar defense and carriers always deploy their entire fighter/bomber complement even when there's no enemies around. (I know I can dock and launch them manually, but having them dock and launch automatically if I want would be so much better)
I made a new thread about the mod I'm working on for this, give it a look and some feedback on the 3 racial voice proposals. https://forums.sinsofasolarempire.com/?forumid=443&aid=301995