Im not part of the team anymore but I do not believe that part of the UI is finished yet, as it is still running the old UNSC UI. Dont worry about it Im sure in the next major release they'll be on it.
Im not part of the team anymore but I do not believe that part of the UI is finished yet, as it is still running the old UNSC UI. Dont worry about it Im sure in the next major release they'll be on it.
Why are you copy pasting a response from two days ago and then posting it everywhere you can? Why?
I am actually working on that now for Lavo.
You have to do a set of culture research. I cannot remember what it is called off the top of my head.
With a mod the size of SOGE you are going to have frame rate drop it cannot be avoided. It even happens in the vanilla game. The problem is due to the 32 bit engine and how even with LAA you still have a limited amount of RAM that the game is allowed to use.
By each type of ship do you mean what is distinguished by the shipyard as frigates, cruisers, and capitals? If so that is not possible sins treats ships as A) capital-ships or B) frigates. Or if you are trying to limit by individual ship say light frigate for example you run into the same problem.
I can't say for when the Old Republic Era will be released. As for the lag issue you are having, it is likely due to the large number of strike craft in SOGE. As such I recommend using the Squad Redux submod that reduces the number of strike-craft in each squadron.
(buried)
Awe how cute... Imitation is the finest form of flattery. I know I saw this somewhere before, It was with Space Soviets...
Make sure to have a blank ling under the last line. But yes what you posted is correct.
We will not be adding the Imperial Remnant at all to SOGE. As for the using the separate faction system SOGE used to use that system. We switched from that system as some of the player base was getting confused as specific folders had to be listed in a specific order. Also quite a large group of the player base enabled them all. Thus we came to the decision to just condense the main mod into one folder and only have the separate folders for mini-mods such as squad-size redux. But frankly we do not want to add the Imperial Remnant. Furthermore, the current ISDs are based off of the actual models used in the filming of the movies and not the animated series.
You obviously did not read the FAQ section of the forums. So I will post what it says here for you to read it.
Q. Can you put in X race/faction/time period?
A. We are not planning to add in any new factions at this time. The current factions as it is are not complete, they all have work to be done. How can one justify adding in new factions when the current ones aren't complete? Additionally, SoGE as a whole exceeds the 2GB RAM limit; it's excruciatingly hard to play with all the current factions enabled. Adding in even more factions will only make this load worse.
The exception to this is the KotOR/TOR era, which currently is under development under a new team. If you are willing to contribute towards this development, please contact Lavo on moddb.
Right after you get the ship destroyed message the ship should jump in to the grav well. They way it is set up the ship is not built at the factory like Titan's are in vanilla sins. The only other thing I can ask is whether or not you have quick start enabled in the game options (not the settings, there is an options button when you are setting up the game that contains this).
We can't offer help if you don't give us any information other than it doesn't work.
There is no reason it should not be working for the public build. Make sure that you have the squad size redux has the first folder named in the enabledmods.txt
you are including a blank line under the last line of text right?
so your enabledmods.txt looks like this (with one blank text line underneath the final line of text):
TXT
Version 0
enabledModNameCount 1
enabledModName "STA3-CTA"
SOGE is alive and well we are currently working on several things internally.
From what I understand of the random events in Sins you cannot add bias to the events. Keep in mind that other than the buff system "programming" in sins is little more than Database editing. The buff system in sins functions as simple Boolean system. There is a lot you can do with it but we as modders are not actually working with the code and have work within the limits of the game engine.
look at Bane's comment just down the list.
yep
Victory, one Venator, and Two Acclamators.
Read the Readme. I can guarantee that the solution is in there.
How many ships can EAW render at once?
You weren't the only one mate ;-) God Max is good with particles...
Oh when I'm comfortable with our progress I'll announce when we will move from Alpha to our Beta Release. I promise it will happen.
m468
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