Major Stress

Major Stress

Joined Member # 2517982
5 Posts 478 Replies 32,412 Reputation

The hardpoints on the models are just simple points with a naming convention for lightwave users. Vertices, or "dummys" if you are a 3dsmax user. I am not sure how they would show up in MS3D. Perhaps if i saw the model itself ill see the hardpoints, and how MS3D displays them. As far as how Hardpoints are referenced in a ships entity file i am assuming that the entity file must have the same number of hardpoint reference entry's as the mesh has hardpoints. You probably can have less ent

91 Replies 54,115 Views

For those expecting another Homeworld.. Forget it. It ain't gonna happen with this game. This game is in a class by itself even in its beta state. If you expect it to be like any other game you will just be disappointed. While it is similar in some ways to Homeworld, it is not the same. As Ron said this game focus's more on strategy than tactics. How you prepare for a battle, and how you execute. A real time game of chess so to speak (but not near as boring as chess). There are many ways to win,

14 Replies 17,469 Views

LOL what started out as a wing commander mod thread got hijacked into an all genre mod thread. As for wing commander which i should have posted earlier. It should be a post Prophecy mod. While i liked the game series, there was just way too much cheese in WC3. Prophecy, and secret ops was pretty damn good. An RTS mod based on the EVE-Online universe is doable. There is one in work for Homeworld 2 as i speak. You are right you cant duplicate the complexity of EVE in Sins, or HW2

34 Replies 20,959 Views

Always room for this in an expansion. The AI already hits the panic button, and tries to run away when they lose their cap ships, or when a cap ship is near dead. I would like to see a "fear" factor involved. Like if a Kol joins the battle the morale of the opponents frigates takes a nosedive, and they possibly break, and retreat. The thing is we dont want to go overboard with this as well. Otherwise all we will be doing is chasing opponents ships across the map.

37 Replies 43,922 Views

In Star Trek it has been established since the movie era that you cant fight while in warp. With the exceptions of a few inconsistent episodes most of the major battles have been fought at sublight speeds. The only modding problem is having to physically be in a gravity well to fight, and the phase lanes themselves which i hear can be modded out. There are some other mod obstacles like cloaking. What to do about carriers, and what not, but I have faith that me, and my crew can figure this stuff

34 Replies 20,959 Views

Perhaps if the sins dev's are nice they can assist you with the MS3d plugin (other dev's have with other games) By pointing you in the right direction as far as what values do what. Good to know about the non-solid mesh's. Now i dont have to rebuild my entire mod fleet

91 Replies 54,115 Views

Milkshape 3d is a very good beginner tool, but it is also very limited. You cant multi texture with MS3D (use more than 1 texture per group, as it will only read 1 texture in that group. Open a multi-textured model in ms3d, and you will see). I dont believe ms3d supports shaders the way sins uses them being as it is a basic modeler. In any case i still use it. Even if only to convert between file formats, or to mirror components which 3dsmax screws up sometimes. It is well worth the price Mete C

91 Replies 54,115 Views

While i am not exactly sure how the squads work, i am assuming like ron lugge said the carrier entity will have a squad reference, and what type it builds (IE: fighter/bomber). I dont know if that can be changed, or if it is hardcoded. In any case the carrier entity is the 1st place you want to look. Judging from the logs you wrote you are way ahead of us as far as figuring this out. (BTW for future reference you can edit your posts to add info insted of creating new posts <img src="http://image

49 Replies 28,118 Views

I keep a small force of light carriers in my fleets (around 10 per fleet half/half fighters, and bombers). Backed up by and equal number of Garda's, and LRM's. Vs. the AI i let my cap ships go in 1st to take all the initial agro then send in the rest of the fleet. It works very well with few losses. I still have yet to develop a vs human player strat.

11 Replies 25,244 Views

AFAIK the AI takes over after a losing player quits. Right now you would have to wipe that AI out to achieve a victory. This is a good suggestion, because like what was said some people dont want to spend the time wiping the AI remnants out. I can see 2 options here... 1)The original "concede" topic where the losing players units simply disappear, and victory is awarded. 2) Surrender to the opposing player (if more than a 2 player map). Same as concede except the vi

10 Replies 19,708 Views

Yes it is, but not if you cant see what else is happening around you. In "pilot" mode you would be stuck with just a narrow "viewscreen" view from the front of a ship. Unable to see from behind, or from the sides. I wouldn't play the game like that at all. However as said it would be cool in replays, and would make awesome screenshots. Perhaps a camera system can be implemented like the X3 camera where you have multiple focal points if focused on a single ship. Haegemonia had different camera mo

14 Replies 4,509 Views

All of the AI issues are very well known, and beta 4 is supposed to have a new, and improved AI. Out of curiosity was this rapid colonization caused by the AI choosing an Akkan as its flagship? I had a game where the AI was colonizing left and right. That was because it had an Akkan flagship. In the 1st 10 minutes of the game it had 6 worlds colonized compared to my 3 from colony frigs. AI still got beat, but that is a nice head start.

6 Replies 2,092 Views

Your idea is basically the beta 1 phase jump inhibitor (the one that blocked both incoming and outgoing traffic). Plant one at a choke point and let the mayhem begin. Watch, and laugh as the pitiful AI "tries" to take it out.

12 Replies 2,236 Views

Ok, so its my puter :/ I did a complete re-install. format, and all, because i screwed up my vista install (prolly from trying to tweak it). I did the -da fix, when i did the 1st run of sins the small rocks still glow. So that means while the fix may work for some it wont work for others. Hey you dont find these things out unless you try right?

12 Replies 9,568 Views

The novelty would wear off pretty quickly (as it did in HW-Cat). Like Hizaed said, It would only be cool, and useful in replays

14 Replies 4,509 Views

I wiped, and reinstalled sins, and ran it for the 1st time with altered skybox textures. The changes showed up, but your gonna love this..... When i replaced the altered texture with the original unaltered texture the game ran as if it was still using the altered version. Hmmmmmm. I am going to experiment with this some more since i now have 2 computers with sins installed on each one. My new laptop is going to become my primary computer since it way out specs my ancient AMD Sempron des

12 Replies 9,568 Views

Ok this is wierd. Now the glowing rocks are back Since i did the texture fix i played 2 games with normal looking asteroids. Now every game since then they have returned with a vengeance. The funny thing is they are team colored to whomever controls that particular area. Blue on my side. Red for the AI, and Gray for the pirates/defenders. This is extremely annoying, because i like to play the game maxed out

12 Replies 9,568 Views

I am copying here what i posted on the tech forum. The glowing asteroids are caused by those particular asteroids not having a -da.dds texture file. Here is a list of the rocks missing -da.dds files. AsteroidBig00 AsteroidSmall00 AsteroidSmall01 AsteroidSmall02 AsteroidSmall03 AsteroidSmall04 AsteroidSmall05 AsteroidSmall06 As a temporary fix until IC releases a proper patch you can do this.. Copy the AsteroidBig-da.dds from the textures folder to y

12 Replies 9,568 Views