[quote who="Norska" reply="29" id="3944586"] You can rename fleets to whatever you would like. select fleet press the up arrow icon on the right clicl where the fleet name is (there is also a pen and square icon you can click on near the right of the name) type a new name [/quote] Thanks. Damn, did they hide way too many useful features behind that one popup.
SpardaSon21
[quote who="jseward123" reply="26" id="3942555"] 1. next patch will add back shift append to hotkey groups 2. just right click to add to fleet, there is no requirement they are in the same gravity well 3. will be considered as an option in future [/quote] Can we please get the option to rename fleets, or at least have a new fleet use the first available designation? I've accidentally deleted a fleet of mine, and then after recreating it its forced
[quote who="Agmar" reply="9" id="3940599"] I don't know what language it is [/quote] Looks to me like its JSON formatting. If you use Notepad++ you can use the BracketsCheck plugin to help out with file formatting errors. Looks like you're missing a "]" bracket for your unit_modifiers section of the file, a line below the "values" entry.
[quote who="-Norbert-" reply="6" id="3940399"] Quoting -Norbert-, reply 1 Where can I find mods I subscribed to ingame, on my hard drive? They are not in appdata\local\sins2\mods. I found the answer to my previous question: "C:\Users\Public\mod.io\5762" I don't know whether the numb
I would also add that what Tim Sweeny is doing with EGS exclusivity is anti-consumer. By offering developers and publishers these sweetheart deals, he is trying to force you, the consumer, to adopt an inferior product (the EGS) that cannot compete against Steam on its own merits.
You should look at culture station outputs as well. We sadly never got around to balancing those. Or well, the rest of the mod, really.
There's a line in ship entity files called "useFighterAttack" that will do what you want.
Can't you just give them fighter attack and high speed and maneuverability?
Hey. Just pointing out you still didn't add in the Empire fixes I did. Can you please get that done?
I've found a bug. The EA can't deploy the initial military starbase since it links to a "StarBase_EA_Military_Outpost" reference that was never added to PlayerEA.entity.
Its one of the optional minimods in that download package.
Cruisers are technically frigates in Sins coding. There is literally zero way for a modder to differentiate between them when it comes to targeting for abilities, sorry.
Just set the denominator to something extreme like 99 and the ratio to 0.
It does work with mods, and you should learn how this stuff works because you changing those things is *gasp* modding.
[quote who="Cylon_Luvr" reply="2614" id="3577071"] SpardaSon21 and Z.... Then how does the planet shield generator (planet module) work? Doesn't it create a shield? Can the same mechanics be applied to the artifact? [/quote] If I recall correctly that's actually a particle effect tied to a buff the shield generator gives the planet, and no, that can't be adapted to what you want.
There's no effect because according to the game code the BSG races already have working shields, just at a fraction of 1. I haven't looked at the .entity files, but I'd assume they have renderShields set to FALSE so you don't get shield impact FX on what is supposed to be gameplay-wise a shieldless vessel. And no, there's no way to tie the shield being rendered to a research subject, which is what all artifacts and pacts technically are.
Yes, you pretty much have to re-do your entire mod from scratch, and yes, that is how the huge mods have done it, and yes it is a massive pain.
You're the UNSC. Expect to need a 3:1 numbers advantage to win over the Covenant in a fair fight. So just build ships, and keep building ships.
Thank you, and I hope you can get your life in order.
Given that 0.44 was a long time ago, any chance of a new version with all these gameplay changes?
Unless you live in Southern California, you clearly haven't seen what happens when freeway systems aren't properly invested in to keep up with growth. That's my big worry of what will happen to the Internet if there's not enough RoI on a heavily-regulated cost structure to make investing in growing available bandwidth a good idea, and I really don't want to see mass-transit ideas applied to Internet traffic in response to clogged pathways.
There's only one thing I can say about your avatar, RiddleKing. Its the Grineer...
We, the SeleuRyat gestalt, believe so.
You guys have put forth a ton of work. Any chance of a new public test soon since the old one is now horribly obsolete?
Stop stalking these threads. :P