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  #1  
Old May 20th, 2008, 11:39 AM

Sole33 Sole33 is offline
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Default crash while trying to add a ship mod

i was wondering if someone here would recognize if maybe im doing something wrong, or if its just a general problem i don't know about.

i've been trying to add a ship from se5 into star fury, its the hiiagrin destroyer from homeworld, but someone thankfully made a homeworld set for se5. as far as i can tell i've done everything right, so im hoping maybe its a complication with .x files for the two different games or maybe this particular set?

what happens is an access violation in starfury.exe when i get to the ship selection just after choosing campaign difficulty, particularly when i click on Terran Destroyer Mark I in the menu.

what i have done:
-i made a component layout with slot modder and added the exported text to Main_ComponentConfigurationSlotsPlayer.txt
-i created the 3 bmp files, shield and the 2 portrait pics, all the correct sizes
-copied the .x file to /XFiles
-eventually moved every single texture from the se5 hiiagrin folder to /images when i was thinking maybe the model is not finding a texture or something
-added a section in SpaceObjects_XFiles.txt
-added a section in Main_StartingPlayerShips.txt then when that didn't work i tried adding it to Main_PurchaseShipsPlayer.txt

As far as i can tell everything points in the right direction, i played around with a few other troublesome things and it seems if you make an error in the .txt files it doesn't cause the game to crash like that most of the time, just a nasty error message.

im at a loss for wtf is wrong, has anyone else had experience with game crashes at the ship selection/captains name screen?
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  #2  
Old May 21st, 2008, 03:45 AM

rstaats10 rstaats10 is offline
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Default Re: crash while trying to add a ship mod

It sounds like you have done your homework. It could be many things. However, most of my past crashing errors have been due to an entry error in the componentconfigurationslotsplayer file. If you could create a zip file and add the files for this ship as an attatchment in this post, I will take a look at it. I have converted many, many SEV ships to SF. (about 50) Sometimes it can be something as simple as a spacing error, spelling error, or can be something else that was overlooked.

Are you playing in windowed mode? (SF>Setup>Video Mode>Windowed)
Windowed mode will generate an error report for most errors. Componentconfigurationslots errors will not always show up in the detail though; just a crash when trying to load the ship.
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  #3  
Old May 21st, 2008, 01:50 PM

Sole33 Sole33 is offline
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Default Re: crash while trying to add a ship mod

ok, let me know if i didn't include anything in the archive, that could be the problem or maybe something i forgot.

Files:
Hiigaran_Battleship.x
Main_ComponentConfigurationSlotsPlayer.txt
Main_PurchaseShipsPlayer.txt
SpaceObjects_XFiles.txt
the 3 portrait and shield *.bmp files
and 5 *.bmp files that are used as materials in the model

originally i wasn't using windowed mode, but switched to it to try and resolve the issue, the game still gives no error messages, just crashes.

... i couldn't find where to add attachments to this, maybe because its a quick reply? but i'll just throw them on a hosting website..
http://www.mediafire.com/?goxsdig4cg4
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  #4  
Old May 21st, 2008, 02:15 PM

Sole33 Sole33 is offline
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Default Re: crash while trying to add a ship mod

hmm, interesting, i just changed some names around before i made the *.zip file because i didn't want you to see the dorky name i made for the ship, i figured i would give it a shot at trying to fix it again, and this time i got an error message just before the crash, so i switched to windowed mode and copied it.

The error pointed at SpaceObjects_XFiles.txt and said this:
Could not find field "Name" in record 1.
Could not find field "XFile" in record 1.
Could not find field "Override Texture Filename" in record 1.
Could not find field "Base Model Radius" in record 1.
Could not find field "Starting Rotate X" in record 1.
Could not find field "Starting Rotate Y" in record 1.
Could not find field "Starting Rotate Z" in record 1.
Could not find field "Starting Scale X" in record 1.
Could not find field "Starting Scale Y" in record 1.
Could not find field "Starting Scale Z" in record 1.
Could not find field "Starting Position Offset X" in record 1.
Could not find field "Starting Position Offset Y" in record 1.
Could not find field "Starting Position Offset Z" in record 1.
Could not find field "Continual Rotation Vector X" in record 1.
Could not find field "Continual Rotation Vector Y" in record 1.
Could not find field "Continual Rotation Vector Z" in record 1.
Could not find field "Continual Rotation Speed" in record 1.
Could not find field "Star Glow Color" in record 1.
Could not find field "Firing Flash Color" in record 1.
Could not find field "Explosion Effect" in record 1.
Could not find field "Explosion Center Color" in record 1.
Could not find field "Explosion Radius" in record 1.
Could not find field "Number Of Firing Points" in record 1.
Could not find field "Number Of Engine Points" in record 1.
Could not find field "Number Of Lights" in record 1.

considering this happens when i click on terran destroyer on the menu before the game even starts (i put my ship in Main_PurchaseShipsPlayer.txt), could it be that the first entry in SpaceObjects_XFiles.txt has to be the terran ships? or behind the // marks, i thought they were just comment marks but does the game read them as some kind of headers for the different groups of ships? also, i place the text for my ship at the top of the list every time, is there a certain place you have to put them?
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  #5  
Old May 21st, 2008, 02:47 PM

Sole33 Sole33 is offline
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Default Re: crash while trying to add a ship mod

ok, i acually fixed it *whew*, now i only have to set the starting rotation so my ship looks like its going the right direction, as well as scale it up a litte, quick question: the rotation does not seem to depend on a 360 degree set of numbers i.e. 90, 180 X Y Z and whatnot, when i set X to 90 and Z to 180, the ship appears diagonally downwards, a setting of 90 or 180 shouldn't produce any diagonal directions by degrees?

for anyone that has these same problems that i had here are the error messages and the fixes:

*@ ship selection before game, i now know that 'record 1' means the first entry in the text file the error is pointing to, something so obvious i should have figured it out earlier
Could not find field "Name" in record 1.
Could not find field "XFile" in record 1.
Could not find field "Override Texture Filename" in record 1.
Could not find field "Base Model Radius" in record 1.
Could not find field "Starting Rotate X" in record 1.
Could not find field "Starting Rotate Y" in record 1.
Could not find field "Starting Rotate Z" in record 1.
Could not find field "Starting Scale X" in record 1.
Could not find field "Starting Scale Y" in record 1.
Could not find field "Starting Scale Z" in record 1.
Could not find field "Starting Position Offset X" in record 1.
Could not find field "Starting Position Offset Y" in record 1.
Could not find field "Starting Position Offset Z" in record 1.
Could not find field "Continual Rotation Vector X" in record 1.
Could not find field "Continual Rotation Vector Y" in record 1.
Could not find field "Continual Rotation Vector Z" in record 1.
Could not find field "Continual Rotation Speed" in record 1.
Could not find field "Star Glow Color" in record 1.
Could not find field "Firing Flash Color" in record 1.
Could not find field "Explosion Effect" in record 1.
Could not find field "Explosion Center Color" in record 1.
Could not find field "Explosion Radius" in record 1.
Could not find field "Number Of Firing Points" in record 1.
Could not find field "Number Of Engine Points" in record 1.
Could not find field "Number Of Lights" in record 1.
fix: removed //custom and //stock tags from SpaceObjects_XFiles.txt file and placed my ship as the last entry before *END*

*@ very start of game
Could not find field "Layout Name" in record 1.
Could not find field "Number Of Slots" in record 1.
Could not find field "Layout Name" in record "Hiigaran Battleship Layout".
Could not find field "Number Of Slots" in record "Hiigaran Battleship Layout".
fix: removed //custom and //stock tags from Main_ComponentConfigurationSlotsPlayer.txt and place my ship as the last entry once again

@ entering the ship dealer
Could not find field "Ship Class Name" in record 1.
Could not find field "Ship Class Name" in record "Hiigaran Battleship".
fix: same as above with Main_PurchaseShipsPlayer.txt

maybe this will help anyone who stills plays/mods this game
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  #6  
Old May 21st, 2008, 08:22 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: crash while trying to add a ship mod

Try using angles measured in radians rather than degrees.
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  #7  
Old May 22nd, 2008, 01:07 AM

rstaats10 rstaats10 is offline
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Default Re: crash while trying to add a ship mod

Good to know you have it working. The // is not read as a line in the file; it is just for your own comments or what not. The spacing on your purchaseshipsplayer file was causing a problem since you had in basically 2 line spacing at the start and it couldn't read any entries. You had 1 line before the // and 1 line after. That was the problem. Only 1 line spacing is what you need.

You had:
================================================== =====================================
*BEGIN*
================================================== =====================================

// custom

Ship Class Name := Hiigaran Battleship
Short Description := big scary *** kicking machine.
Ship Descriptive Class Name := Battleship
Displayed Size Name := Battleship

What you could of done:

================================================== =====================================
*BEGIN*
================================================== =====================================

// custom
Ship Class Name := Hiigaran Battleship
Short Description := big scary *** kicking machine.
Ship Descriptive Class Name := Battleship
Displayed Size Name := Battleship


FYI. You don't have to add new ships at the end of the file, anywhere is fine as long as there is a 1 line space between entries.
Your maincomponentconfigurationslotsplayer file had the same problem with starting with 2 line spacing. Removing the extra line at the top would have worked. could have been like this to work:

================================================== =====================================
*BEGIN*
================================================== =====================================

// custom
Layout Name := Hiigaran Battleship Layout
Number Of Slots := 69
Slot 1 Xpos := 234
Slot 1 Ypos := 64
Slot 1 Group Name := Weapon 1
Slot 1 Comp Type Allowed := Weapon (Light)

Also your maincomponentconfigurationslotsplayer needs cleaned up. It could or may cause problems later when you try to assign a componet to a slot that is not numbered. see below for some examples of a wrong group name.

Slot 12 Xpos := 212
Slot 12 Ypos := 236
Slot 12 Group Name := Inner Hull
Slot 12 Comp Type Allowed := Hull
Slot 12 Comp Type Abbreviation := H
Slot 12 Comp Box Color Index := 0
Slot 12 Ship Section := Hull
Slot 12 Ship Side Facing := 0
Slot 12 Weapon Firing Point := 0
Slot 12 Weapon Arc Start := 0
Slot 12 Weapon Arc End := 0

Slot 14 Group Name := Inner Hull
Slot 14 Comp Type Allowed := Hull
Slot 14 Comp Type Abbreviation := H
Slot 14 Comp Box Color Index := 0
Slot 14 Ship Section := Hull
Slot 14 Ship Side Facing := 0
Slot 14 Weapon Firing Point := 0
Slot 14 Weapon Arc Start := 0
Slot 14 Weapon Arc End := 0

These are just 2 examples. you had a lot of group names that just say inner hull. They should all be numbered to avoid a possible error down the line. An example of how they should be is: Inner Hull 1, Inner Hull 2, Inner Hull 3 and so on.

You have all the bmp's for the xfile just fine.

Again your spaceobjectsxfiles starts with 2 line spacing. cannot read past the 2 line spacing anywhere in the text files so if you start with 2 line spacing it cannot find any entries in the text file.

I really didn't check your firing points to make sure the arcs and firing point numbers are the same in the maincomponentconfigurationslots as they are with the spaceobjectsxfile entry. It it's not right it can cause problems later when you try to look at the ships weapons arcs in the spacedock with your ship or when using LRS (long range scan) on an enemy ship and looking at their wep arcs. Trust me, I have had a crash once before when they did not match up properly.
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  #8  
Old May 22nd, 2008, 03:42 PM

Sole33 Sole33 is offline
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Default Re: crash while trying to add a ship mod

good to know that you can only have 1 line in between entries, modding descent freespace and freespace 2 was somewhat similar with the text files and all, i like games that do this because they are very easy to mod and make all the cool stuff you wish was in stock. i usually like to organize them so they are easy to read somewhat, never would have guessed deleting a single blank line though .

i found the the hull sections that i forgot to number, i must have missed them when i first made it. on a side note, slot modder (or at least the version i have, maybe its an early version) appears to categorize armor wrong, so you have to go into the text and change 'Slot ## Ship Section: Hull' and replace Hull with Armor, otherwise when you stack armor in those slots it doesn't give you the armor points it seems.

all in all though, even though my battleship was completely unbalanced, i made it bigger and better lol, added 2 meson blasters on each broadside and one to the rear, as well as one ridicules beam weapon (400 dmg, about 300 range lol) mounted right on the front of the ship with a really narrow firing arc, this pretty much means death for anything anywhere around my ship within 100 ls, and as soon as they get within plasma missile range there are about 6 missiles headed for them if they are directly infront of me, not to mention the massive beam weapon that goes out to 300 ls. i also made a point defense autocannon and a long range point defense missile system, its pretty fun, lol. i took on 2 cruisers and 4 destroyers with ease, taking this game to a whole new level of pwn. i made it really sluggish though so it handles like a really massive brick, maneuvering thrusters and afterburners don't really even equal up to an abbidon battleships stock maneuverability. was a pain though because i made all of them fire from different firing points so writing all that down was slow, but worth it.

lol check it out:
Ship Class Name := Hiigaran Battleship
Short Description := A massive battleship that slipped through space and time from the homeworld universe only to end up here with no crew in sight. The Hiigaran battleship is not very maneuverable, and is slow to pick up speed, but can carry a huge payload and emplement it in a 360 degree range of light weapons coverage, as well as 3 broadside torpedo launchers on each side, with the first two being able to face forward when needed. This unequalled battleship is suprisingly fast when given time to pick up speed, making it ideal for pursuit of larger vessels that attempt to run from its staggering firepower.
Ship Descriptive Class Name := Battleship
Displayed Size Name := Battleship
Space Object XFile Name := Hiigaran Battleship
Component Configuration Slots Name := Hiigaran Battleship Layout
Portrait Bitmap Filename := ShipPortrait_HBattleship.bmp
Shield Layout Bitmap Filename := ShieldLayout_HBattleship.bmp
Side View Portrait Filename := ShipPortraitProfile_HBattleship.bmp
Stationary Platform Type := None
Target Type := Ship
Number Of Sellers := 1
Seller 1 ID := Terran Ship Dealer
Seller 1 Chance Class Available := 100
Ship Buy Credit Value := 2500000
Ship Sell Credit Value := 1500000
Base Hull Tonnage := 2400
Base Cargo Hold Tonnage := 0
Base Maximum Speed := 0.80
Base Acceleration := 0.002
Base Turn Rate := 0.006
Base Crew Compliment := 2400
Base Hull := 0
Base Energy := 0
Base Armor 1 := 0
Base Armor 2 := 0
Base Armor 3 := 0
Base Armor 4 := 0
Base Shields 1 := 0
Base Shields 2 := 0
Base Shields 3 := 0
Base Shields 4 := 0
Base Resistance Shield Piercing := 0
Base Resistance Armor Piercing := 0
Base Resistance Crew Toxins := 0
Base Resistance Energy Absorption := 0
Base Resistance Psychic := 0
Base Resistance Speed Reduction := 0
Base Hull Regeneration Rate Per Second := 0.00
Base Armor Regeneration Rate Per Second := 0.00
Base Shields Regeneration Rate Per Second := 0.00
Base Energy Regeneration Rate Per Second := 0.00
Base Crew Regeneration Rate Per Second := 0.00
Base Crew Death Rate Per Second := 2.00
Base Radar Map Range := 200
Base Attack Ability := 0
Base Defense Ability := 0
Engine Sound := Abbidon Battleship Engine
Viewing Distance Rotating Portrait := 40
Viewing Distance Side := 20
Viewing Distance Overhead := 50
Viewing Distance Above Behind XY := 20
Viewing Distance Above Behind Z := 10
Num Starting Configuration Slots := 49
Config Slot 1 Component Class Name := Ion Engine
Config Slot 1 Location := Engine 1
Config Slot 2 Component Class Name := Ion Engine
Config Slot 2 Location := Engine 2
Config Slot 3 Component Class Name := Ion Engine
Config Slot 3 Location := Engine 3
Config Slot 4 Component Class Name := Ion Engine
Config Slot 4 Location := Engine 4
Config Slot 5 Component Class Name := Ion Engine
Config Slot 5 Location := Engine 5
Config Slot 6 Component Class Name := Master Computer
Config Slot 6 Location := Outer Hull 13
Config Slot 7 Component Class Name := System Scanners
Config Slot 7 Location := Inner Hull 11
Config Slot 8 Component Class Name := Point Defense Autocannon
Config Slot 8 Location := Inner Hull 1
Config Slot 9 Component Class Name := Anti Torpedo System
Config Slot 9 Location := Inner Hull 2
Config Slot 10 Component Class Name := Bridge
Config Slot 10 Location := Inner Hull 20
Config Slot 11 Component Class Name := Life Support
Config Slot 11 Location := Inner Hull 17
Config Slot 12 Component Class Name := Crew Quarters
Config Slot 12 Location := Inner Hull 16
Config Slot 13 Component Class Name := Combat Sensors
Config Slot 13 Location := Outer Hull 5
Config Slot 14 Component Class Name := ECM
Config Slot 14 Location := Outer Hull 7
Config Slot 15 Component Class Name := Power Reactor (100kT)
Config Slot 15 Location := Inner Hull 18
Config Slot 16 Component Class Name := Standard Shield Generator (160kT)
Config Slot 16 Location := Shield 1-1
Config Slot 17 Component Class Name := Standard Shield Generator (160kT)
Config Slot 17 Location := Shield 2-1
Config Slot 18 Component Class Name := Standard Shield Generator (160kT)
Config Slot 18 Location := Shield 3-1
Config Slot 19 Component Class Name := Standard Shield Generator (160kT)
Config Slot 19 Location := Shield 4-1
Config Slot 20 Component Class Name := Standard Armor (40kT)
Config Slot 20 Location := Armor 1-1
Config Slot 21 Component Class Name := Standard Armor (40kT)
Config Slot 21 Location := Armor 2-1
Config Slot 22 Component Class Name := Standard Armor (40kT)
Config Slot 22 Location := Armor 3-1
Config Slot 23 Component Class Name := Standard Armor (40kT)
Config Slot 23 Location := Armor 4-1
Config Slot 24 Component Class Name := Terawatt Pulsar Beam
Config Slot 24 Location := Weapon 1
Config Slot 25 Component Class Name := Plasma Missile
Config Slot 25 Location := Weapon 2
Config Slot 26 Component Class Name := Plasma Missile
Config Slot 26 Location := Weapon 3
Config Slot 27 Component Class Name := Plasma Missile
Config Slot 27 Location := Weapon 4
Config Slot 28 Component Class Name := Plasma Missile
Config Slot 28 Location := Weapon 5
Config Slot 29 Component Class Name := Plasma Missile
Config Slot 29 Location := Weapon 6
Config Slot 30 Component Class Name := Plasma Missile
Config Slot 30 Location := Weapon 7
Config Slot 31 Component Class Name := High Energy Magnifier
Config Slot 31 Location := Weapon 8
Config Slot 32 Component Class Name := High Energy Magnifier
Config Slot 32 Location := Weapon 9
Config Slot 33 Component Class Name := Meson Blaster
Config Slot 33 Location := Weapon 10
Config Slot 34 Component Class Name := Meson Blaster
Config Slot 34 Location := Weapon 11
Config Slot 35 Component Class Name := Meson Blaster
Config Slot 35 Location := Weapon 12
Config Slot 36 Component Class Name := Meson Blaster
Config Slot 36 Location := Weapon 13
Config Slot 37 Component Class Name := High Energy Magnifier
Config Slot 37 Location := Weapon 14
Config Slot 38 Component Class Name := High Energy Magnifier
Config Slot 38 Location := Weapon 15
Config Slot 39 Component Class Name := High Energy Magnifier
Config Slot 39 Location := Weapon 16
Config Slot 40 Component Class Name := High Energy Magnifier
Config Slot 40 Location := Weapon 17
Config Slot 41 Component Class Name := High Energy Magnifier
Config Slot 41 Location := Weapon 18
Config Slot 42 Component Class Name := High Energy Magnifier
Config Slot 42 Location := Weapon 19
Config Slot 43 Component Class Name := Meson Blaster
Config Slot 43 Location := Weapon 20
Config Slot 44 Component Class Name := Cargo Hold
Config Slot 44 Location := Inner Hull 13
Config Slot 45 Component Class Name := Cargo Hold
Config Slot 45 Location := Inner Hull 14
Config Slot 46 Component Class Name := Multiplex Tracking
Config Slot 46 Location := Outer Hull 6
Config Slot 47 Component Class Name := Scanner Jammer
Config Slot 47 Location := Outer Hull 8
Config Slot 48 Component Class Name := Tachyon Sensors
Config Slot 48 Location := Outer Hull 10
Config Slot 49 Component Class Name := Long Range Scanners
Config Slot 49 Location := Outer Hull 9

lol:
Class Name := Terawatt Pulsar Beam
Name := Terawatt Pulsar Beam
Description := A channeled gamma ray cannon used as a main armnament on large battleships. Fitting of this beam requires an extensive overhaul of a starship, making the end cost of using this weapon very high in terms on money and space.
Allowed Vehicle Types := Ship
Space Object XFile Name := Cargo Pod
Picture Bitmap Index := 20
Placement Locations := Weapon (Heavy)
Default Repair Priority := 6
Tonnage Space Taken := 100
Tonnage Structure := 100
Level Minimum := 1
Uses Levels := TRUE
Restriction Type := None
Restriction Value := 0
Illegal Cargo := FALSE
Is Commodity := FALSE
Event ID := 0
Base Credit Value := 20000
Credit Value Inc Pct Per Level := 20
Sound Filename := Incinerator Beam
Energy Consumption := 250
Energy Consump Inc Per Level := 0
Weapon Type := Beam
Weapon Target := Ship, Base
Weapon Damage Point Blank := 300
Weapon Damage Dec Per 10 Rng := 10
Weapon Damage Inc Per Level := 10
Weapon Damage Maximum Range := 150
Weapon Damage Type := Normal
Weapon Reload Rate MS := 10000
Weapon Display Effect Name := Beam 14
Weapon Explosion Effect Name := Explosion
Weapon Beam Burn Color := 250, 250, 250
Weapon Beam Duration := 50
Weapon Autofires := FALSE
Weapon Tonnage Structure := 0
Number of Effects := 0
Number of Requirements := 0

edit: if anyone is interested in science and stuff, this is where i got the name for this beam...
http://www.infoniac.com/science/tera...ng-strike.html
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  #9  
Old May 23rd, 2008, 01:41 AM

rstaats10 rstaats10 is offline
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Default Re: crash while trying to add a ship mod

I thought the beam name, Terawatt Pulsar Beam, was pretty cool. Nice job. Try using Suicide Junkie's SF Slot Modder. It doesn't have the problem with the Armor slot that you mentioned above.

You should make a small SF mod. (long mods take too much time). I am a glutton for punishment and have been making a long SF Mod. lol I have been working on my long SF mod for over 8 months and should be completed this summer. I will post my SF mod for you guys when I get it finished.
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  #10  
Old May 24th, 2008, 04:57 PM

Sole33 Sole33 is offline
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Default Re: crash while trying to add a ship mod

cool, i was thinking about converting a handful of the hiigaran, taiidan and kushan ships over from the se5 sets, trying to stay as true to their original purpose in homeworld as possible, some ships wouldn't be that good in SF though (flak frigate for example). I converted a few and made new weapons for them, beam weapons are a lot more powerful in homeworld than in SF, so i made an ion cannon for homeworld ships to use as their main gun, wasn't as pwn as the terawatt pulsar beam though, lol.
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