Capital Ship Hard Shields by SEB9 A simple Mod that works on the premise that Shielding technology is bulky and requires a huge amount of energy to form and project a shield around a ship. Therefore only Captial ships have the size to mount and operate a Shield system, every other class o
SEB9
I'm afraid you're in for alot more work - the reference files for 1.1 are different from those of 1.05 and so MODS done with 1.05 will need to be updated to 1.1. The individual files you've modified or added maybe ok, but you need to update the GameInfo reference files to those of 1.1
I really hope so as my new MOD adds a new ability to all Captial ships, which currently means I have to replace one of the default ones to make it available...[e digicons]:annoyed:[/e]
As always, the Beta will show-up when it shows up [e digicons]*_*[/e]
Just PreOrdered it and am looking forward to the Beta...
I use an app called Milkshape which I have found to be quite easy to get into, the devs and community are quite active and helpful too.
I'm not that good at modelling either, but the old adage - Practice makes Perfect - does hold true for modelling, as well as doing tutorials from around the web...
Ok, getting google to search these forums, I think that I have located the Thread you are refering to SemasRalan. The Thread Wormhole to Wormhole cross star systems? is quite enlightening and may indeed help some to setup/track their Wormhole pairs. <span style="font-size: x-small
Ok, for any who are interested in this area, I've put up a Tutorial that goes into Basic Wormhole setup in more detail.
I note in the 1.1 Release Notes that GF improvements are listed. Here's hoping...
I had a quick look at your post history, but nothing jumped out at me for the post/reply you're referring to. I don't have the time, or desire, to look at every thread you've ever contributed to. So when you get the time, let me know which thread you're referring to and I'll see about updating the above to include or reference you're work.
Wormhole Tutorial - Basic Links by SEB9 12/11/2008 Note 1: This tutorial has been put together with, and for, SINS 1.05 Note 2: Apply what is outlined here AFTER you have finished creating your map, as Galaxy Forge (SINS 1.05 version) does not support it and will DELETE your Wormhole Link(s) Setup. Note 3: Absolute position counting, as I am calling it, starts with 0 (zero) as the file will be seen in a text editor.<br
Yip, works as indicated. I'll put up a Howto later on, with the example map I used.
Ok, so I've now got 7DS but alas it doesn't help. I've since found that Derelict has wormholes, as does Ancient Gift althougth Ancient Gift has so many Wormholes that they are confusing rather than enlightening. Derelict is just the ticket. So, based off the Derelict map, opened both in Galaxy Forge and Notepad, Wormholes are connected (paired?) by an entry in the .galaxy (map) file in the interStarConnection Section. For Derelict the section is this:
Ok, I'll download 7DS and have a look at the maps. I know that the map Agamenon's Bounty also has paired wormholes but I no longer have this map after removing the 1.1 Beta.
Apologies if this has been covered elsewhere, but the Search functionality of this forum is hopeless - I didn't get any results when I searched. I'd like to create a map with restricted inter-star travel. The idea is to remove the 'Long Jump' research item so that only Wormhole travel is available, and make the Wormhole travel research available earlier than is default. What I can not seem to figure out; is how to make Wornhole links between stars - in-system links are n
Thanks for sharing that StCobalt , I'll have a look into what you've done and see if I can use something you've done to get my Buff to work. At this point I'm not sure if my Buff works or if the Buff call is not firing - in the default Ability AbilityTechFrigateColonize.entity I am
Its got me too. The only reason I want to make the change is that with my mod active the AI can't seem to handle the fact that its got a free captialahip and needs to build 8 Mil Research orbitals to research Capitalships first. Or more accurately it starts the game building Mil Research orbitals and a Capitalship Shipyard - and thats it...nothing else. It of course runs out of resources after 2 Mil Research Orbitals and the shipyard.
I've struck this issue with a new map I've created with GalaxyForge 1.05 Kitkun makes reference to 'start points', what are these and where do they get set?
No question is ever stupid...Yes I am saving and also reopening the map in a different text editor to confirm the change in boolean value. I guess this does warrent this question though - Are you sure that this particular setting is the one that determines the status of the 1st Capitalship as Free?
Well, still no luck here. I've now done a clean install, fresh download, deleting both directory structures related to the game and did a reboot inbetween the uninstall/deleting and the fresh download and install. I've set 3 custom maps to False, and changed 4 of the default Small maps in the same manner. But alas, the Free First Capitalship remains... Any further suggestions anyone?
Yes, this is the map that the game installs, in the folder that it installed it to... I'm going to jump over to the Dev .exe of SINS, so maybe I can find something via the debug stuff...this is not the only thing that just does not seem to work for me... Many other ideas or suggestions?
Can you post the line as you used it to get it to work; and I'll compare it to what I did... In fact here's my line, as I have changed it in the map Derelict: isFirstCapitalShipIsFlagship FALSE
Thanks for that.
[quote]in a 200-500+ ship battle, with 500+ strike craft, your comp will lag badly[/quote] Mine wouldn't, it'd keel over and die!