High_Guard

High_Guard

Joined Member # 3123272
12 Posts 47 Replies 1,311 Reputation

Hey Zero, have you checked out Distant Stars mod? It has carrier-based electronic warfare fighters that can interfere with ships' functionality, and gunships that are powerful in their own right. As for new ships, I doubt we'll see anything "new" until Sins 2 comes out, whenever that is, as it hasn't even been announced yet. Still, I've personally managed to replace a few stock ships with custom models here and there from other mods, for my own enjoyment.

4 Replies 35,031 Views

That looks like an ability you've posted. Are you trying to alter the ship's ability, or the ship itself?

2 Replies 10,148 Views

Here's a good one for the community. I have successfully(mostly!) combined the Enhanced 4X mod and its content with Bailknight's graphics mod. Makes everything look amazing now, and firefights are a real treat to watch. With one hiccup. Ships venting air, instead of displaying smoke or whatever, vent giant spinning white squares. Explosions look the same, as well as nuclear impacts from planet bombardment. Also, Vasari plasma wave weapons (and ONLY the wav

0 Replies 9,492 Views

Hey guys, anyone out here know how to reach the guy(s) behind the Sins of a Blue Planet mod? I've messaged them on their facebook group as well as on hard-light.net's forums, but have yet to get a reply. I'm getting pretty handy at swapping things around and modding game files (but still am defeated by modeling - but we'll ignore that for now) and am wanting to see if I can help out. Failing that, if the mod's dead, anyone have any leftover data I can borrow, to try and move it forwar

0 Replies 10,388 Views

VERY NICE. Found and downloaded what I believe is the latest version, but I get an error when I launch the mod - the SINS Rebellion EXE is trying to get the Microsoft Visual C++ runtime library to terminate in an unusual way. I've never seen THAT before when running mods... they either work, or the game minidumps... any thoughts?

4,959 Replies 12,525,835 Views

64-bit ready (with the Oxide engine!) and planetary defenses that you can attack from orbit with your fleet, maybe even abstract marine assault landings, whereas a force of transports have a given attack rating, and the planet being sieged has a given defense rating. You don't directly interact with it yourself, the game itself would calculate based on offensive/defensive rating of the attackers and defenders, and weigh such aspects as research options to improve offensive/defensive capabilit

303 Replies 2,335,411 Views

:EDITED: Hi guys, hopefully someone can help me out here. Working on a little minimod for myself that replaces the hangar platforms with something a bit bigger and beefier, and with some more teeth. Sorta like a midrange between the standard orbital gun platforms and a full starbase/battlestation. (From a lore standpoint, it makes sense to me that the TEC would have mobilized existing orbital structures to defend their worlds, just as they retooled their commercial fleet

0 Replies 9,350 Views

UPDATE: Tried two new (ish) tactics, forting up and building up well behind their lines, and I get either swarmed with aircraft and bombers (with my own bombers running interference on their ground forces) or a dreadnought just bulldozes through everything. Quite frustrated and discouraged. Anyone have any other ideas?

8 Replies 9,953 Views

Once I heard this was coming out, I was all over it, looks like an impressive spiritual sequel to Supcom while combining aspects of Company of Heroes, two longtime favorites of mine. I've greatly enjoyed the skirmish as well as the campaign, once it came out. However, I simply cannot seem to get past mission 5 on Decanus in the campaign - I've tried zerging with cruisers, swarms of bombers, heavy off-map support and more, I simply can't get past it. I've restarted the

8 Replies 9,953 Views

An update: I thought I had it licked... but now I can only CONSISTENTLY place orbital objects if I assign them to a player. They won't spawn if they are part of the militia, ie, if I sent the owner to PlanetOwner or NoOwner, with IF condition set to ALWAYS. Artifacts are fine, ditto for planetar bonuses/buffs. Just not space objects. Anyone have any thoughts? I've been bashing my head against a brick wall for the last hour.

1,189 Replies 3,583,428 Views

Hmm. After some experimenting with where Harpo pointed me, I believe I have it figured out. Still haven't figured out how to set an Occupied Planet's militia at a planet at random though...

1,189 Replies 3,583,428 Views

Something I've stumbled across over and over in my mapmakings - how do I force a given object, bonus, or artifact to be linked to a given planet? I can create ships in what I believe to be a given gravity well, but unless I make a player an owner, they won't appear. And if I do, they appear at the sun... Heh. I've played a game as the TEC but with a Halcyon carrier to start that way, but I want to place neutral ships in a specific gravity well and I can't seem to figure that o

1,189 Replies 3,583,428 Views

A question for the crowd - I've got Rebellion with both DLCs, and Maelstrom crashes five minutes into the game, without fail. It's not a map issue, does it no matter what map I've got up. It's not a visual thing, I've tried it lowering all the graphics settings to minimal, still does it. I'm wondering if Maelstrom is compatible with Stellar Phenomena, or if there is something else that might be making it crap out. I've tried it on two gaming rigs I have, sa

9 Replies 11,096 Views

I think I've got it - in the case of Maelstrom (so far anyway) it might actually be the DLC... and from what I can see there's no way to disable DLC for Rebellion; and stardock has no intention of adding that kind of functionality in to the game :( Unless someone has another idea...?

6 Replies 10,564 Views

I'll repost as I'm stumped. Trying to create a mod that imports various planet types just for my own entertainment - I've started small, with only one planet; I've created the mod directory as per normal, copied over all relevant entity, mesh & texture files, updated the GalaxyScenarioDef, English.str & entity.manifest (copied the one from stock SINS and just added them in) & also updated the count all around. I can get the planet to show up in Galaxyforge,

2,761 Replies 7,632,749 Views