The particle effects have nothing to do with the mesh. The mesh points just tell the game where the weapon/exhaust/flair etc. effects come out from. There is no automated way to resize particle effects, you'll need to do that yourself with notepad or particle forge.
GoaFan77
There's this guide for Rebellion, hopefully the process is similar for Trinity. http://steamcommunity.com/sharedfiles/filedetails/?id=226107212
[quote who="In_dy" reply="1070" id="3705980"] It went well for a long period but then It lagged at a small fight. I saved the game but let it run while doing sth. else. Eventually after my forces defeated the Anima Kreia the game started to run "smooth" again. [/quote] That is fascinating. I've suspected Anima Kreia might be the source of the Advent lag bug but could never prove it. I think I've even killed her before and it didn't fix the issue, but I will definitely look i
[quote who="Faceless_Wanderer" reply="528" id="3685978"] Mandalorian Vengeance cruiser looks good. So, I went through the Moddb image archive and checked off planned units from the list because I am OCD that way. Am I correct that for declared planned units, y'all are only currently missing the following: Endurance Fleet Carrier, Republic Star Destroyer, Eclipse Dreadnought, Proficient Cruiser, Defender Cruiser? I went allllllllllll the way back to t
My Enhanced 4X mod already has this as an "optional minimod" if you're interested. non-Vasari Phase Gate : Allows factions other than the Vasari build phase gates to warp between all connected planets, but at a much higher cos
I'm not fully understanding your question, but here's the basics on ability and buff modding. Abilities are an entity that links special actions or buffs to a unit in game. When a unit casts the ability, it may use 0, 1, or many buffs in order to complete it's task. If many buffs are required, they typically are spawned from a single buff that the ability creates. There is no real limit on the number of buffs you can have. Abilities may use the same buffs, but if you
Banned for keeping this forum game alive for so dang long! [e digicons]8O[/e]
Sounds like you may not have saved the mesh correctly in XSI. You have have only selected your mesh points for example and not the model itself if you're getting a 3kb size.
[quote who="BM-3141596" reply="2691" id="3697778"] How can i edit the galaxyscenariodef file with notepad ++ to remove planet types from a list, ive been trying all day and it either results in failure or sins fails to load [/quote] Make sure you remove the planet from the lists of random planets, not just the "orbit" section, and adjust any counts accordingly.
Sounds like fun!
[quote who="Sinperium" reply="1066" id="3692320"] Hey Goa, congrats on the kudos from Stardock! [/quote] Thanks man! [e digicons]:grin:[/e] Glad to see you're still around. Yeah, the submarine type ship was an interesting idea. Since then though I'd like to think I've improved the class balance, so I'm not entirely sure where such a ship would fit. Anti-titan is now taken care of, and commerce raider would be very hard to pull off in Sins.
The game does actually use more than 2GB of RAM now, sort of, due to Large Address Aware always being on now.
To buy one another's slaves and manufactured goods. Money has existed in human society with slaves.
If you don't mind using my Enhanced 4X Mod , there is a minimod you can use that does exactly this. You can get it here: http://www.moddb.com/mods/enhanced-4x-mod/downloads/e4x-interregnum-optional-minimods-183 Fun fact, the hero system STA3 uses was originally created by this mod, so some parts
Obligatory post, but thanks a lot to Stardock for doing a Mod Spotlight on E4X! [e digicons]:grin:[/e] [video]https://www.youtube.com/watch?v=rzYsw9qNR5Q[/video]
Wow, thanks for an awesome spotlight Stardock! [e digicons]:D[/e]
With outlaw sectors on the pirates can attack multiple players at once. If more raids spawned that players with bounty, that can happen.
[quote who="Allquixotic" reply="526" id="3685274"] Wow, this mod has really come into its own! I love this so much! Thank you so much, everyone on the team who's worked so hard for this! I bought a new copy of Sins Rebellion for a huge Star Wars fan specifically because he wanted to play this game. I hope Sins continues to get a trickle of sales that buoys Ironclad until Sins 2 is out. If they do, it'll be primarily thanks to awesome modders like you. [e digicons]:)[/e] <br /
[quote]Why did pausing the game render it unplayable in multiplayer? What the actual fuck? [/quote] This isn't unheard of, however the devs have said it has something to do with the ping of players in a multiplayer game. So most likely one of your connections deteriorated during the pause, rather than the pause being the cause. I won't claim to fully understand why it happens, however typically after a half an hour, the issue resolves itself. If you're only playing w
Thanks for the save loki! I confirmed the issue. Sadly it might take a while to find the cause in a 10 player game, but I'll try to poke around and see if I can find it.
[quote who="loki679" reply="1059" id="3683238"] Tried a game on a vast random map with 9 AIs and after about 2 and a half hours it just started lagging to the point it was unplayable. It would play for a second then the whole game would freeze and the freezes got longer and longer. After 3 or 4 minutes it was 1 second of play and a good 30 seconds seconds frozen. Any ideas? [/quote] Do you have a save game where the problem starts soo
Afraid I know nothing of StarCraft, but is this for the original Sins? [e digicons]:O[/e]
Trying deleting your Rebellion.User.Setting file. Also you're not using the dev.exe right?
Hi ubronan, Your mod order is wrong. All minimods must go above both the main E4X and Interregnum mods. You can always refer to the screenshot on the minimod download page for a reference.
[quote who="Faceless_Wanderer" reply="521" id="3679119"] While a conversion from a civilian ship, the Dauntless was canonically also available to the New Republic, and this would thematically match up with how the New Republic also has the Liberator as another Sullustan/Sorosuub designed combat ship. Being a holdover from the Rebel Alliance, in my opinion it makes sense to have it as a MC75 equivalent for an early New Republic capship design, but reflecting the greater multi-species them