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Comment History
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

Hello,

I was thinking about the ability from the ark which kills everything from the opposite teams after 20 minutes.
What really would help people is if a timer could be displayed on screen regarding the remaining time of the ark effect. This would also mean that the timer needs to be reset every time a player loses ownership of it.

Is this doable?

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Races

Nvidia GTX 1050 2GB

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Races

I did already. the fps killer are the new textures from sins remastered. I play on laptop so obviously performance is an issue.

If i may suggest something outside of the fps issue:

I think it might be nice to remodel almost all meshes smaller. Iknow it can be done. Some things are just too big like the replicator battlecruiser and the wraith hive.

Annoying thing with those is they are so massive yet their range is normal. You could also resize the planets for extra space.

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Races

I have the same.

This issue exists for some time please look into this devs

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Races

Hello,

I have a GTX 1050 and I7 core processor with 8 gigs of ram but your mod seems to lag pretty quick after starting a game.

Can play sins of the prophets and other mods with ease.

Any fix?

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

You can refill provisions with support ships and space stations

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

The CAS (kerel-pattern) glassing beam has no sound
Also i have some ideas about this glassing theory

Change the attachpoint from "center" to "randommesh"

When the attachpoint is "randommesh" it will hit the surface of the planet and you can add an explosion effect to the glassing beam. Something like the "raze planet" ability from original sins.

I will create the ability today and send it so you can test it.

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets Beta v0.90.2

Yo i have the same problem ho did u fix it?

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NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

I guess a bit like energy in the normal game. Provisions is the resource a ship uses to perform an ability or slipspace jump. And yes it can deplete. You can resupply ships at repairstations i think and with craddle support ships

Good karma+3 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets Beta v0.90.2

What kind of errors?

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NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

The crashing is indeed a problem. I would like an answer on this as well

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

Buff:

TXT2
SinsArchiveVersion 194
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 3
instantAction
buffInstantActionType "ApplyBuffToTargetsAtOrbitBody"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffNoneDoDamageKill"
targetFilter
numOwnerships 4
ownership "Friendly"
ownership "AlliedOrEnemy"
ownership "NoOwner"
ownership "UncontrolledMinorFaction"
numObjects 6
object "Corvette"
object "StarBase"
object "PlanetModule"
object "Titan"
object "CapitalShip"
object "Frigate"
numSpaces 1
space "Normal"
numConstraints 0
maxTargetCount
Level:0 -1.000000
Level:1 -1.000000
Level:2 -1.000000
Level:3 -1.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID ""
instantAction
buffInstantActionType "ApplyBuffToIncomingHyperspacers"
instantActionTriggerType "OnDelay"
delayTime 0.000000
buffType "BuffNoneDoDamageKill"
targetFilter
numOwnerships 4
ownership "Enemy"
ownership "Friendly"
ownership "NoOwner"
ownership "UncontrolledMinorFaction"
numObjects 6
object "Corvette"
object "Frigate"
object "CapitalShip"
object "Titan"
object "Corvette"
object "StarBase"
numSpaces 2
space "Normal"
space "Phase"
numConstraints 0
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID ""
instantAction
buffInstantActionType "ApplyBuffToLocalOrbitBody"
instantActionTriggerType "OnDelay"
delayTime 2.000000
buffType "BuffNoneKOTHTriggered"
targetFilter
numOwnerships 4
ownership "Friendly"
ownership "AlliedOrEnemy"
ownership "NoOwner"
ownership "UncontrolledMinorFaction"
numObjects 1
object "Planet"
numSpaces 1
space "Normal"
numConstraints 1
constraint "NotIsBoarded"
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 0

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

Figured it out partially.

The default template of the ark (planettype kingofthehill) spawns a indestructible and unmovable frigate which has the ability to destroy all planets at once. I guess i just lost because my planets were the first to die.

What is weird though is that its AiUseTime is invalid. So i thought it could not be executed. But it definetly did.

So my question is...

Is the "frigate" supposed to do active the kinda "halo array" ability? since i guess its a work in progress feature.

This feature could really destroy a game if the ability is left unchecked.

Here is the code i found which i got my conclusions from. (KOTH is KingOfTheHill aka the ark planet)

TXT2
SinsArchiveVersion 194
entityType "Ability"
buffInstantActionType "ApplyBuffToLocalOrbitBodiesWithinDistance"
instantActionTriggerType "AlwaysPerform"
buffType "BuffNoneKOTHEffect"
targetFilter
numOwnerships 4
ownership "Enemy"
ownership "Friendly"
ownership "NoOwner"
ownership "UncontrolledMinorFaction"
numObjects 2
object "Planet"
object "Star"
numSpaces 1
space "Normal"
numConstraints 0
connectionDistance 9999
maxTargetCount
Level:0 9999.000000
Level:1 -1.000000
Level:2 -1.000000
Level:3 -1.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
mediumEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
NumResearchPrerequisites 0
RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0
nameStringID "blank"
descStringID "blank"
hudIcon ""
smallHudIcon ""
infoCardIcon ""

I SUGGEST TO EVERYONE TO NOT PUT THE ARK IN YOUR CUSTOM MAPS. IF YOU DO WANT SO DELETE OR DISABLE THE ABILITY!!!!

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets

Hello everybody. I have maybe a big problem or its a feature i am unaware of.

I played a map with several halo's and the ark in it. The covenant owned the arc and every but one halo array.

Suddenly i experienced a very big lag. While this lag all my ships were killed instantly and my all my planets were gone at once including capital. It seems to me that it is or a big bug or a feature that the ark can "fire all the halo's" and kill the enemy players/AI.

Please enlighten me

Good karma+2 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets Beta v0.90.2

Aah thanks.

Maybe the focus of ai can be changed by making ships more expensive or cheaper

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NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets Beta v0.90.2

Forgot something.

5. There are many unused files in the mod like a forerunner titan files, covtitan files and many unused abilities like infinity titanupgrade reactor and shiva volley.

Also wouldn't it be fitting to have the Infinity be faster in slispace even than the covenant ships because it has a forerunner slipspace drive?

6. I actually put the shiva volley on Infinity. Thought it was fitting since it may have several shiva launch tubes. Also changed the shieldrestore effect and sound to the furious defence green particle bubble of the Ankylon titan (original sins TEC).

7. Also made the planets 2 times bigger because it looked cool. Probably has an huge impact on performance though?

8. Anchor station has Sabre bays option but instead of Sabres you can only build the regular fighters.

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets Beta v0.90.2

Yes it happened to me once while selecting a ORS cruiser not even midgame on a tiny random map.

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NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Sins of the Prophets Beta v0.90.2

Hello,

I played this version for a of couple hours and it is a REAL upgrade from 0.88 for sure. Loving the textures, HUD and new leader system.

But i found some points that need attention.

1. something with the UNSC Infinity:

When you select Infinity and go to the HUD where you can spend points into your abilities; the text(strings) from the Shiva nuke and the Instant slipspace is reversed.
I found this mistake in the earlier version also and i believe i fixed it by editing the titanupgrade entity files. Also the titanupgrades A until D are not in order in the Infinity entity file.

Also UNSC Infinity feels a bit underpowered in shield and hull strenght. And a bit in MAC damage. Correct me if i'm wrong.

2. SMACs and SHMACs feel a bit underpowered in mac damage and hull. Especially when a CAS snipes them from half the gravity well with plasma beams. Also the UNSC doesn't build that many SMACS, even on defense focus. mostly about 3 SMACs per planet, capital included. Personally i would like to see the true defensive capabilities of the UNSC with fortress planets loaded with SMACS. Something like 5 per regular colony, 8/10 for important colonies and 15 to 20 for the capital.
Correct me if i'm wrong

3. UNSC carrier spam:

I was playing with the A.I. a bit against the UNSC at maximum difficulty on the tiny random map. I figured out they really like to spam the Noryang carriers. Talking specifics there were around 70 or more noryang carriers in the map that probably was around 85% of the AI's fleet. As a player i would wish for a good variety of ships. Also the UNSC doesnt build that many halcyon's, paris frigates and very few capital ships.

4. TXT to BIN

I read some online that files in binary are more compact and faster to be read by the computer which increases overall performance. Maybe this could be helpfull. Looks like changing graphics to low doesnt increase my fps mid game, so i assume it is sins itself.

I hope this is some usefull feedback. I will keep testing and playing ofcourse. Thanks for this amazing mod. You made me love the HALO franchise again.

Good karma0 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

When will the tauri and asuran ships/structures get textures instead of being gray?

Appreciate your work

Good karma+4 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

yeah you all got most of the work already in SGI 1.80

Good karma+3 votes
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

edit the (Faction name)_Research_MaxCapitalships(number) files. The number after the MaxCapitalships file is the number of research in the research tree. As in MaxCapitalships0 is the first research to improve your Capitalship slots. Open those files with a notepad program (i personally like Notepad++). Then edit the perLevelValue in this line:

modifierType "ShipMaxSlotLevel"
baseValue 0.000000
perLevelValue 1.000000

The files are located in:

C:\Users\(your name)\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85\SGI\GameInfo

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ The Red Wars

everytime i start a new game the character creation is just all blue. And if i character creation is done a vague blue texture of the character creation stays in my screen so i cannot play it

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

Are the Human Achilles, concordia, tempest, frigate factory and capitalship factory finished already? Because mine are white. And the Capitalship factory is the teamcolor.

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

Tauri have OP shields AF xd

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

Many thanks. And a little thing: i don't see the engines turning on.

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

Asuran Orion textures is now only the teamcolor.

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

Alright thank you. I am sorry i may be sounding all negative but i really like your mod. And i think i have found another problem. My game crashes if i want to select an ability for the sokar titan. I figured out that it is the "Goauld_AbilityTitan_Sokar" Ability. If i hover my mouse over it the game crashes. I don't have further knowledge as of why it crashes.

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

hi, you indeed did great work thus far but i do have a couple questions.
#1 is it true that the Goa'uld Amduat transport capital ship has no textures yet? It just has the color of the player

And #2 could there in the future be done something at how the AI builds their fleet? I only see AI spamming frigates and cruisers. I usually just see a 2/3 capitalships per AI. I know they are called capitalships but maybe it is good to let the AI build more of them because most of the capitalships are seen in quite large numbers in the Stargate series like the Hatak vessels. And most of them are identical to the series and fun to fight against if the AI builds more of them instead of spamming frigates

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ Stargate Invasion

My game stutters at the beginning at bigger maps. Although my PC can easily run it. Is the problem your mod or is it the game?

AMD Phenom X4
Nvidia Geforce 750 TI
8GB RAM

Good karma+1 vote
NLArmy_PredatorX
NLArmy_PredatorX - - 30 comments @ SGI Rebellion 1.80 Patch (Outdated)

Hello i have a problem with some of the asuran ships like the Aurora class, Asuran cruiser, destroyer and carrier. Some of them have golden to no textures while i have the correct textures in the Textures folder. Any idea how to fix this?

Good karma+1 vote