seems dead
derenek
I think one of the main reasons sins seems dead is that it has such weak multiplayer support. Which is odd considering it is entirely built as a skirmish type game from the ground up. So that bit of info should shed some light on just how inadequate the current multiplayer system is. There needs to be multiplayer coop scenario maps, better matchmaking, server side storage of saved multiplayer games, hot starts into already moving games, etc.... At least some sor
[quote who="Darksxx" reply="60" id="2350944"]So far Ill Ive heard out of most of you is why diplomacy is good, but not one of you have said why its going to be good. The old Turn based games like Master of Orion had diplomacy, not sure if even many of you even played that game. but you could trade Tech with the AI and make alliances, but again that worked well because that game was built from the start with that type of gaming in mind. Is that going to be the case
[quote who="anteachtaire" reply="3" id="2357284"]multistars are the judge of a true player.[/quote] I thought having all the ladies love you was the judge of a true player.
Personally I think the best mod is The BAILKNIGHT+MANSHOOTER graphical improvement mod. Since it doesnt take anything away from the brilliant design of the main game, it just adds on the graphical whistles that vanilla sins totally lacked. If it had a built in mp3 player so we could choose our own music during the game it would probably be the ultimate/end-all mod. Then second I'd have to go with MANSHOOTER's Dynamic Battle System. It still has so
The next expansion really needs to address the multiplayer. It is seriously lacking in polish. and maybe add an mp3 player to the game so we dont have to listen to the same soundtrack for the whole 20 hour game.
Dont forget to add in MANSHOOTER's dynamic battle systems, so your ships dont just sit there in space trading potshots while stationary...lol...
[quote who="Proletari" reply="384" id="2356666"]Hi,I've tried some mods for sins and liked SW the most.Proud that MY childhood dream mod is the best by quality....all trekis shoo,soa2 sucks..... About the fighter mechanics for big ships - NO.I've tried it in star trek mod,and there its not just looks stupid, but also irrational because once ship turns around - it cant shoot,and so a fleet that is put on hold acts much better then the one that flyes around it in ci
if whoever made the distant stars mod could email up a filelist of changed entity files we could just rebuild the mod. instead of using modified shipspecs like it currently does we can replace all those with standard entrenchment files. Then attempt to merge DBS and DS
Why is there no mention of adding MANSHOOTER's awesome Dynamic battle systems mod to this?
I know I sound like I'm beating a dead horse, but all mods need to include this (DBS) in them
Bumpalicious.... More modders need to incorporate this into their mods.
a lot of good homeworld ship models can be gotten from pds.hwaccess.net download their mod it is smack full of ships
cool. Moving ships is kewl
Have to bump this thread. Since this is the best mod out there.
have to post to keep this thread alive and near the top. This mod is basically what everyone who plays sins would want... Now it just needs tweaks/balancing. Somebody should make a dynamic battle systems clan so we can always find people to play multiplayer with and be able to use this mod. [e digicons]:jafo:[/e]
someone plz ftp up those meshes to our ftp so i can get down to work coding some stuff for them
you must set up a specialized ability that has multiple triggered buffs and you'll have to design a particle effect from scratch,so if u got the skillz it would b relatively easy, if not, you should get a team 2gether
I'll tell you what you do when you find an exploit. &n
is there a (split screen/multiple monitor) option in sins like there was in supreme commander? so u could seperate out the strategic map/ui from the zoomed in tactical battle side?
yarr matey!!!
not compatible yet, it's like having a non-housebroken puppy in my computer taking minidumps everywhere.
if they released net code plus some xtra stuff it could b conceivable that fighters spawned in sins could have human pilots using a freespace or some other flight sim game flying them around. As mainly all the games would have to have in sync/common is xyz coords, basic ship types, and structure locations, and damage info. Then sins would transfer large ship movement coords and damage info into the freespace mod to move their scenery around and generate more or less synchronous effects, and t
in each ship's entity file look for these lines o code. NumSoundsFor:ONATTACKORDERISSUED 4 SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_0" SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_1" SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_2" SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONATTACKORDERISSUED_3" NumSoundsFor:ONCREATION 1 SoundID "CAPITALSHIP_PSIPLANETPSIONIC_ONCREATION" NumSoundsFor:ONGENERALORDERISSUED 3 So