Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Sorry. That was me. Didn't see I was logged off on my phone
My mod is only compatible with the parts I release. Stacking mods generally won't work unless they are very minor changes that won't conflict with the base mod which almost never happens.
Alien ships can be captured with every factions Colonizer Frigate. Right now they are just supped up beaters. I have some ideas for real alien artifacts that will upgrade your capital ships. One of the things I plan to work on next year ;)
Thanks again- I'll look into these.
Thanks- good feedback. I'll look at the balance of Rogue. I also fixed the Belial Spawn- hadn't noticed that until you pointed it out.
I'm not sure on the desync. It might help if when I convert the mod to BIN format which I will likely do after I get Nephilim finished up.
I tried finding the original... unfortunately I didn't appear to save it :(
You might try searching for nanites for similar type pics.
Sent some stuff your way to look at.
Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.
The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.
Looks like we are close :P The new random events kinda put a kink into all the mods- even worse for total conversions.
Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(
I'm working on a patch for it and a couple other issues.
She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.
The game will probably mini-dump right now if a neutron star spawns (due to the last mini-patch stardock put out). I'm working on a patch- just got caught between making other changes/fixes.
I spent a day reducing a model that I think will look pretty good with Nephilim as a Titan. Now I need to design some abilities.
Besides loving the SGI mod- that model is very spectacular. That said, it is a very recognizable Stargate model and I'm not sure if I want to use it for that reason.
Put one up today for authorization :)
Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)
So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.
BTW 3 hours in a MP game is pretty nice to hear :P
As it sounds like the AI can still research even if the DLC ID isn't valid :-/ I'm adding a dummy pre-req no faction has to prevent them from actually researching the technology.
I'll take a look at that. It really should prevent everyone from building Super Weapons, but maybe the AI found a way around it or I missed a faction. I'm also asking stardock a question about the DLC ID which is how I'm doing this.
I want to finish Nephilim. Unfortunately I am asset poor at the moment. If there is another Sins mod that has a model you think might work as a Titan for Nephilim- let me know. I've helped out most mods and might be able to get permission for a one off model that doesn't compete with their work.
I do have something in mind for Nephilim corvettes so I'm ok in that regard.
I can make a smaller patch with just the changed files for you guys. I'll PM you a link for it.
Only if you get the DLC. I added in the open rebellion event for all factions that spawns faction specific ships at the owners gravity well if overtaken by culture.
I hopefully fixed all the texture file issues I knew of.
Great, thanks for letting me know. I'll put a new build up today.
It's just textures so save games still "should" work...
You never know though with the wacky wonderful world of modding sins! ;)
Here's a link you can try that isn't another full download. Replace the Core with the contents in this 7z.
Yeah, sorry about all this. I tried doing some more optimizations of textures and got caught with some interesting DDS issues. Namely the file needs to be multiples of 4 on the width and height to compress correctly. Further there was one file pirateray_2.dds that got corrupted and generated some DDS error that I'm assuming was crashing the game. Then other domino problems I won't mention...
Anyways, I learned something new to look out for in the future ;)
Hope to get a fixed build up tonight or tomorrow :)
Sorry guys, found a graphical error with several optimized dds files (one of which caused a fatal error).
I'll upload a new version when I get it sorted.
Well, **** all my graphic optimizations got backed out :( This is why there are White boxes for some particle effects...
What are the white boxes on specifically.
And I found the issue with the relationship screen which shouldn't cause any issues but will be fixed in the next build.