Thanks by the answers. Now I know what has happened, the change of type of shields mesh, all the models added use now a sphere as a shield and thanks to it, the enemy can have a better accuracy over them. It is different to the EAW way but it is not bad.
Nomada_Firefox
I have another small question. Where are there the difficult multipliers for weapons? if I´m not wrong, the game must have them because the units make more damage or shields are weaker when you play in a high difficult level. Is there anything like it?
[quote who="Lavo_2" reply="115" id="3301446"]That first model isn't an MC90; EJ made a specific MC90 which is in SoGE. That model is, I believe, a Strident-class Star Defender. [/quote] Yes as I told before, if you look the warlords site screenshots http://warlords.swrebellion.com/wp/ probably he made it as the Viscount, perhaps some people see it very strange but when he made the model, there was not can
Today I have been working a few more on Rebels, I added a old model from Evillejedi, if I´m not wrong he made it as a Star Defender (perhaps a viscount) and I always have used it as a MC90. At a first moment I thought to add shields as the hull of the starship but after to see them into the game, I believe that a sphere is better and it uses a lot less of resources. <p
Yep, from IMPS and many more SW stuff. [e digicons]B)[/e]
Thanks, now it runs. I thought on the gameconstans code for the pirates but I had not idea from how I needed change it. Now I could finish the Relentless fleet.
Just a simple question today, is there any piece of code for spawn with a ability always the same type and number of starships? I do not want nothing random.
Well I have added the first Rebel Titan and some more units. The basic Empire is almost finished, after it I want add at least one fleet reinforce with the Dominance, Warhamer and Predator, other with the Relentless and its escort starships and other more with Assertor, Bellator, Secutor, Custom Corvette and Vigil. I´m not worried about if I must add these SSD as capital ships or as Titan, it will be very similar at the end. I suppose that the Dark fleet abilities from the phase stabili
[quote who="Lavo_2" reply="106" id="3295906"]You might be able to add an EaW texture to a Sins planet, however the Sins planet textures are made in such a way that they won't suffer from a "pinch" at the poles[/quote] Yes the pinch at the poles is one of the things that I do not like from eaw but it is a matter of the mesh and the uv, I tried at the past made some as soase planets but never I could make some like it. The KDY Endurance is on the last version from my mod but
Yes probably the ion gun must be different, I made it when I wrote the previous answer and now I was thinking at some different, perhaps more as a particle and not as a mesh with a texture like this. At the end the particle editor remembers to the eaw particle editor and many things similar can be made. Other thing that I was thinking, it was the planets, I would die if I can not add a coruscant planet. I would be very surprise if I can not use the eaw planet textures at a soase
Thanks Lavo_2, I wanted know if there was a " AFFECTS_ONLY_SHIELDS", I have been only 3 weeks playing with soase files that I could not discover all the features. These are my proyectiles by the moment. For small corvettes laser I use it and anti fighter guns. Turbolaser-ISD and other similar units with normal turbolaser <img src="http://firefoxccmod
I have send you a pm with my hotmail address, it is not a very secret address but I do not like publish email address at forums.
As always thanks by the help. Today I have other special question. Have you tried it? one friend told me it at moddb. [quote] There is sort of solution to the problem, each type of factory can produce different types of units, so instead of having the Capital, Frigate, and Cruiser categories, change them to a shipyard selector, that way when you click on them, it opens up a menu of shipyards which you can then open up to build a larger selection of units from.[/quote]
Yesterday I added it as a replacement from the orbital cannon. Perhaps you like it. I do not know what I will make with the tech orbital cannon. About other super weapons, the Eclipse can be added easily as a Titan, at least a bomb beam gun cab be very good for this. The beam weapons and how they look, they are one of the better features from SOASE. I do not find strange that there are Star Trek mods for this game, my unique question and I have not checked them, it is what models they are add
I suspected the origin the relation from autocast and the IA. About the cap I do not see a problem use the same cap with all Titans, if you can set different price at credits, it will be enough.
[quote] In the past, before Rebellion was out, SoGE had the Executor as a capital ship entity; it runs just fine.[/quote] I know, I played the first SOGE and the previous versions from Homeworld. The SSD as a capital was good. The unique feature that never I understood, it was SW Requiem and the SSD where it was as a starbase. I can accept that it was a different feature but never I liked it. [quote] only one spawning ability can be "active" otherwise th
But I´m not wrong, you can spawn them with abilities, I have not tried it coding it like a Titan and perhaps it does not run but sure that it will run coding it as a capital starship. My main idea is give these abilities to other starships and specially to some stations. By example, building the grey Implacable, you can build with a ability a brown Implacable, both are similar but the weapons and skin is different. About hero units, I suppose that it can be studied with the past
I do not remember a canon image from it, only the descriptions from the Dark Saber book. This is my Knighthammer. About the green for icons, I used the same color from FOC, the Rebels use a red, the CIS blue and the Republic a different red. I made similar but different icons for all the new units, at a first moment I wanted replace each unit from the original game
I made this yesterday but I wanted show you the new replacement for the Titan shipyard and the first ssd converted. I name to it SSD MKI version 2, there is another version with other color and after these others as the Iron Fist or the very customized Knighthammer. Of course I have a Lusankya and even a SSD from Black Sun. It goes to be fun.;) Perhaps the bui
Yes, I understand the problem from Allegiance, even I can be a few hypocrit because at this moment I´m the owner from SOTE mod and it uses the Allegiance as a SSD or some like it. http://www.moddb.com/mods/shadow-of-the-empire I published it few days ago. The same than the Star Trek TOS mod, it was published one week ago. http://www.moddb.com/mods/foc-alliance-star-trek-tos About the Praetor-II, it is ve
You can think all you want, I do not want enter at a long discussion because I have suffered the same coming from SW fans other times but I do not see any proof telling me other thing, at least by this time, even Evillejedi made the design looking the Dark Empire comics and the force.net agrees with it. About the Emancipator and what it destroyed over mon calamari......we can not be very sure about if it was a Allegiance because most of the starship was no painted and it is esco
[quote who="Lavo_2" reply="76" id="3294455"] The primary reason the Allegiance was used as a supercap was that, at the time, the actual dimensions of the Allegiance (specifically the ship named Allegiance; it's class was at the time unknown) [/quote] But.........the Allegiance is not a starship from a unknown time, it is clearly a design from Dark Empire comics. There are enough information for to known the size from the design. <a href="http://www.theforce.net/swtc/dagg
Yes but always you can make one clouds file for your customized exhaust particles.
Thanks by the answers. At the end I fixed it by myself, more by accident than by other change, at a first place I edited a few textures from exhaust particles and I discovered that if I changed the color from cloud.dds from white to one color as orange, the engines would run as orange. I did not know how I ignored this change from me at first place but thanks to it, I could make more color changes at exhaust particles and the colorization is not showed. You can check it at these screenshots.<
But what is the setting on the particle editor for disable the colorization?