That's some great artwork, but I'm not even aware of the IP. I don't think many are. If you're asking if it's possible to make those ships, yeah, it would be. Depends who does it and how well they can keep down the poly count.
XATHOS
Do what I did in my mod over a year and half ago: 1. Stage the fleet supply to 1000. 2. Stage the max cap. ship crew at 10. 3. Adjust the fleet slot and ship costs. 4. Use TSOP. 5. Don't play on huge maps (100+). Problem solved. If the indy game done by a small dev. team isn't up the standards of your triple A games done by large dev. teams, don't play it. [quote who="Boobzor" reply="34" id="32
[quote who="psychoak" reply="1305" id="3204861"] Lots of entity types have restricted access to their ability slots. Two buttons can't occupy the same space. They work, but the game still errors even when it's a passive.[/quote] Makes sense. I could have just assigned the ability in a different slot, but that'd require... effort.
I had an idea to remove ultimate abilities on capital ships in favor of passive aura buffs based on ship roletypes. They work great, and the AI seems to have no issue using it. To them, seems no different than any other limited area buff. Works well with the game. Anyway, I noticed this weird error in the debug file: Slot ACTION_PLANET_OPENPLANETMODULEMANAGEMENT_ORBIT0 can't be setup over ACTION_CAPITALSHIP_ABILITY_1. Slot ActionPlanetOpenUpgradeMan
[quote who="ZombiesRus5" reply="1" id="3204746"] And remember to run any changes you make as a mod. [/quote] What's wrong? VAC banning not fun enough for you? [e digicons]-_-[/e]
Question regarding the texture animation files included in this release. What do they fix or was it merely ported over from the Trinity release to cover all bases?
[quote who="emberblaque" reply="2" id="3201637"] Over on the Danman forums this was met with appreciation, I was told this might be of use to others, so I made an account and posted it here.[/quote] With regard to other gaming communities, the Sins one has held up pretty good through the years (even with the influx of people bugging us over issues that have been beaten to death years ago). All I will say is that any Sins work you do would be better dedicated to other aspe
[quote who="soase-maelstrom" reply="1271" id="3201226"]There are additional models required for Rebellion: Capitalships, Covette's, Titan foundries and Titans. I also took the opportunity to rework the Dreadnought factories (as I might make the Dreads buildable via a special factory). In total 30 models, some only needing rework. This is assuming Rebel and Loyalist factions for the new races ... the assumption is that it will all fit.[/quote] I forgot about the corvettes. I fig
I thought you didn't need to do any converting of models? To my understanding, converting the meshes only required one line to be added.
[quote who="MIKEYK255" reply="7620" id="3201178"]Thank jebus ds is in rebellion now! I find it very difficult to play sins without this mod Just a few pointers from the alpha, i have random minidumps on startup and during game, random ie; often the first time i try to start sins it will dump out, then work the 2nd time, weird eh? Feel free to message me if i can help at all by sending crash dumps or w/e.[/quote] That's been an ongoing issue with DS since it's inception
When will this be made Rebellion compliant?
Are the Alpha particles used in this taken from Trinity or Rebellion?
[quote who="SemazRalan" reply="8" id="3199813"]There are only so many slots available [/quote] I was going to say this, too. It'd burn up more logistic slots than it'd be worth at that point. You would be forced to dedicate 5-10 planets of logistics slots just to research.
[quote who="Major Stress" reply="108" id="3198432"]Patience my friend [/quote] Damn. [e digicons]x_x[/e]
You could always release in parts what's already done. Like, the particles? [e digicons]O:)[/e]
Good work, gentlemen. How soon can we get a release? I'm very interested in getting those particles into my mod (on top of all the other tweaks I've made).
[quote quoting="post"] Capital Identities Capital Identities is a mod that I've been working on for a while that adds a fifth passive ability to each capitalship and titan that does something unique. Each ability is based upon the lore of the ship. For instance, Antoraks operate best alone, Kols inspire allies, the Evacuator can rule a planet from orbit, etc. The precise changes can be found here. Version 1.00 As always, I have
[quote who="Volt_Cruelerz" reply="22" id="3197252"]I'm sure that any Sins II would be multi-threaded, but it would never be done by the dev team for Sins I.[/quote] It's mainly speculation based on the past and current success of the most recent incarnation of the IP.
There's always the Stardock team.
There's been speculation that a Sins 2 is in early dev. If it is, they would add the support needed.
[quote who="ItchyTasty" reply="18" id="3197064"] Which leads me to my next question. How can I help your progress? (Edit, deleted superfluous crap.)[/quote] Acquire the source code so we can add in what's needed. There is enough people here that would be willing to do it for free. It would take months, but they'd do it, nevertheless.
Don't forget all the people that play through Direct IP. Some completely bypass ICO to begin with (like me).
[quote who="ItchyTasty" reply="12" id="3196788"] On a side note though... maps that support 150+ planets 10+ players, game engine realistically capable of 6 players on 60 planets = wtf?[/quote] Just because you can put in more players doesn't mean you should. Ideally, I'd say max out your planet size at 75. Most games I play are in the 35-60 range. My 9 and half hour long game is about 55 with 6 players. With late game lag, and some of the
[quote who="Volt_Cruelerz" reply="8" id="3196737"] And of that 4 mil, let's say SD get's half. That leaves 2mil to support the dozen or so people at IC for their past year of work plus the time/money it'll take to finish Sins of a Dark Age.[/quote] Maybe, but this only covers the first month of release. Steam sales are good for business. [quote who="Volt_Cruelerz" reply="8" id="3196737"] EDIT: Oh, and don't forget Steam's share.[
[quote who="ItchyTasty" reply="5" id="3196701"] Thanks for the research. Perhaps if we can gather enough things which do not work, we can compile a compendium of fail for the new members to the community as the game is selling like hotcakes on Steam? [/quote] Oh, the makers of Sins were quite adamant about the whole x64/MC support issue (same with the community). They don't have the money or time to rewrite the code to support these things (the community has don