Hehe nice! Crazy how fast you guys figure stuff out and create new material! You havn't seen anything yet Van i tried the map out, and it looks great. i didnt get a chance to fight the "eris" race cause i didnt have time to do so, but i did run into 1 issue trying to uninstall the mod. I followed your unin
Major Stress
Vandanburg you should write up a nice tutorial on how to do this so we can sticky it later on This is some good info. The dev's didnt use 3dsmax to make the models for Sins. However word has it (correct me if i am wrong) They did manage to import a .3ds made with 3dsmax 5 into sins using an alpha of the forge tools (was it the one of the models i sent you tristan?). There was some mesh work that
For small raiding partys you could give more than just the scout PJ immunity. Say for example give the kodiak, and javalis a special immunity as well (a higher research that requires scout immunity maybe?). Im assuming when you say "small raiding party" you mean a frigates, and cruisers only party like the pir8's. Not cap ships. I think you have it backwards Antibody. 1 PJI should slow down by 1/4, 2 should slow down by 1/2. Brilliant idea BTW <img src="http://images.stardock.com/gc2/T_
From the screens of Advent ships we all saw posted they rely on beam weapons more than Tec does. The Psi ability's i dont think will amount to spell casting in space (LOL @ "magic missile", and "chain lightning"). I think the abilitys will work similar to what TEC already has, but the method will be different. For example the Kol has "Flak Burst" as an anti fighter weapon. The Advent version is "fighter push". I am not sure if it just repels fighters away, or deals damage as well. Othe
What i meant by "jump spam" is your MP opponent repeatedly jumping his forces in, and out to taunt you without attacking anything at all.
Perhaps in an expansion the animations could be added, but for right now i think this is the right way to go. In most battles i play i am zoomed out to see all of the action, and turret rotations are the last thing i am thinking about. The only time i really zoom in is when i am watching the replays of past games. Even then the lack of turret rotations dont bother me.
Retreat is always an option in any battle (real or in game). I happen to like the way the new jump blockers work, but i think they can be refined like i stated before by having an area of effect range limit, and being able to block any jump lane not just lanes to your empire. Thus you will need more than 1 jump blocker to block all lanes of traffic. I understand both sides of the argument here. The old blocker forced you to think before you committed your forces, but it was also suicid
This happened on a custom map i tried out. I am not sure if that would have anything to do with the problem. If not ill send both the map, and saved game.
I think the dev's said that if they added turret animations it would slow down the games performance tremendously. I dont want that.. do you? Understandably tracking turrets would be cool, but preformance, and good framerate is also cool. I can live without the moving turrets if it will mean a better game.
I haven't experienced that, but I experienced after a few hours on a large game that you cant move your ships within a grav well itself no matter how many times you click the movement button, or click on a space in the grav well. They will move to other objects if you click on them.
Just want to let you guys know that bug is still there i experienced it twice in 1 game 1st came a scout, and it decided to go wandering off outside of the grav well at sublight speed... Unfortunetly my hanger defense fighters decided to go follow it. It looked like it was following the phase lane, but it was moving at sublight, and it still showed as being at the world it just left from. Same thing ha
I wouldnt mess around with creating a custom race until the final game is released, because the file formats, and other things could change at any given time during the beta. However if you cant wait.. All of the entity files can be opened, and edited with notepad. Much of the entrys in the entity files are self explanatory. Other files in the gamedata can also be edited with notepad. Make sure you BACK UP anything you work with. Modding sins is still in its infancy, and there
I wrote this to help fellow modders understand how the texturing system works in sins. It is long overdue. Edited to incorporate the changes that came as of patch 1.12, and Entrenchment . You will need ether Adobe Photoshop, or Jasc Paint Shop Pro with the nvidia dds plugins, or any image editor that can open, view, and edit the .dds format to view/edit any sins texture. I use Adobe Photoshop 7 to write this. I am assuming modders know ho
I view the jump inhibitors like the warp scrambler, and interdictor spheres in eve online. They should not only block enemy phase jumping, but your own as well. However that would screw up the gameplay big time unless you could toggle the phase inhibitor on, and off. Another thing that could be done is give the phase blocker an effective radius similar the the gauss guns so if a world has 3 jump lanes spread out you would need 3 phase blockers to effectively blockade a world, or you cou
A week?! I think it will be more like a month .. Like say... mid October, or early November. ( runs, dodges flying objects, and hides <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=0 align="absm
Nice one I go away for a few weeks and all this stuff pops up out of the woodwork I travel for work so im out of touch sometimes for a month at a time. While i havn't tried the mod yet. I can see how it will be popular for those who want a quick game. I prefer the slow paced way sins is now, but that cer
Just played the map. Very nicely done All the pirates make for a very VERY long game (i played with marauders on).
Not a bad attempt there from what i see so far. Also this is the 1st custom map i've seen for Sins which proves custom maps can be done. Ill check the map out later. Of course do more maps if this is what you want to do We can never have enough mappers in a community.
Are we discussing whether cap ships should be researched, or not? or are we going to keep bickering over every page of every damn edition of Jane's manual? Lets stick to the topic please.
I don't think a 30 minute game was what the dev's had in mind for Sins. Any 4x type of game (GC2, MOO, Civ4, SoTS, ETC) lasts much longer than that. The only difference is Sins is not turn based. I notice many people think of Sins in terms of "Homeworld" where you can play fast 15-30 minute fleet frag fest's. Not that there is anything wrong with that. I like Homeworld as well. It's just Sins doesn't strike me as that type of game (Perhaps its the 4x element <img src="http://images.stardock.com/
A valid point was brought up. The fact the Vasari are a nomadic faction that already had most of its cap ship fleet built by the time they invaded TEC space justify the use of cap ships from the beginning of the game. I agree with this. The Vasari should have their full cap ship lineup from the beginning of the game. However to use all of the ability's of these cap ships to full effect at least some research MUST be done. That does not mean all of the factions should be able to use all
Not surprising SotSE got listed there. No doubt there will be more mods popping up as time goes on
Javales LRM's are primarily anti cruiser ships. Though they are very effective vs planetary defenses, and enemy frigs as well. I use them to counter pirate corsairs. yes the attack "local area, gravity well, weapon range, etc" toggles pretty much are the attack stances ATM. If you dont want your fleets to scatter about the gravity well use the attack at weapon range only stance. They will stay in somewhat of a formation, and only attack what approaches them. The AI will almost always at
Lots of things could be added during mid game to pass time until you go slaughter your foes. Like what was mentioned above with random events. Also you could add in a random chance one of your colony's revolts, and forms its own faction (for whatever reason, but its a random event so it doesn't need a reason). Silencing a rebellion in your own empire is sure to keep the pace of the game going (along with the pirate attacks) until you feel you are ready to go on a rampage though the galaxy, or yo
I agree that most the factions units are clones of each other with different weapon effects, but pretty much similar stats. The exceptions being experimentals, and some t2/t3 stuff. Ironically it is the Aeon that is "supposed" to rule the sea, but i agree that TEC...errr i mean UEF has better naval power. At least they can hit a moving target sometimes. Where an Aeon battleship (and T2 destroyer