derenek

derenek

Joined Member # 2690785
0 Posts 37 Replies 5,895 Reputation

I'd like to know if the dev's have looked into moving ships yet. Mr. Fraser said he'd look into it, I'd love to know what progress has been made. I am trying to make a pds style mod and that requires lots of things soase doesn't support yet without masive juryrigging: 1. targetable ship sections on capitals 2. Ships that can spawn other ships 3. Tracking turrets 4. of course ship motion during combat, any naval commander will tell you "a stationa

33 Replies 98,058 Views

some ships have an ability already that forces other ships to stop targeting them for a brief time. Extend the time limit on that and couple it with a particle effect that will make the ship see thru. Plenty of mods already have that, although it is usually thought of as a texturing bug, however in this case you can use the bug to your advantage to give the cloaking effect visually.

30 Replies 23,220 Views

If you can use particle effects as actual emplacements, cant you just double the number of guns on any given ship? Then have the particle system assigned to the turret have zero damage when it shoots and create a particle effect that is invisible beyond the ship's hull. That way the turret wil actually be like an autocannon beam with most of it's length invisible. This will force it to constantly point in the correct direction. Then use the standard hardcoded gun emplacements to do the

100 Replies 250,212 Views

ok, so it will only be quasi-targeting. In HW all ships had weapon's emplacements and engines that coud be taken out individually. I don't think sins ships have anything similar, however I was thinkinh that some weapon systems be tied to special abilities and those abilities would only be able to be activated if the ship is above a certain health%. Then as the ship takes more damage more weapon systems would go down, and eventually at say 30% health, the stardrive would shut down and th

20 Replies 16,888 Views

or you could just rebalance the weapons placement and timing on ships. Ships already move to get their best shot at the opponent, whether it be direct frontal or broadside. It depends on where the greatest dps is at the time. Set the weapons at different points with different ranges and rate of fire. Either frontal or broadside. The ships will continuously move around to get their best angle of fire. This can probably be done to any ship that can hold more than one weapon system.

20 Replies 62,108 Views

[quote who="EvilleJedi" reply="9" id="1959344"]The exe errors are probably because you don't have the latest version the mod will only work with 1.1 and up, it would be a huge amount of work to downgrade it to older versions and would take away from fixing bugs. ( I have to make a decision about entrenchment though, because I have it pre ordered and would like to use the new features, but I don't know how modding will change with it released.) I have no idea about

1,730 Replies 4,152,786 Views

Hey eville, awesome job. Hey I was told at the Fleet Commander forums that you had a hand in shutting down a battlestar galactica mod for another game. I was told because there was fear that you would try and shut down a bsg mod for sins that some of the support we might need may not be forthcoming due to fear you'd try and shut us down as well. Is there some way you could tell us what happened back then? and if you have plans to try and shut down the sins BSG mod? I'd like to think this is a

1,730 Replies 4,152,786 Views