I just wanted to share this screen shot with everyone to prove I'm not all about the TEC. It's an Advent beam modification I'm working on. :) [img]http://i15.photobucket.com/albums/a359/Lost_WLd/ScreenShot_18.jpg[/img]
Lost_WLd
[quote]Ha. Thanks. That would really help out a lot in making our mod closer to the Stargate universe. -I don't want to keep bothering you, but you're obviously pretty awesome at editing particle files. I've just started messing with them. Do you have any idea how to create a hyperspace exit effect. One that would appear a few seconds before the ship entered the gravity well and then the ship would travel through it much like the charge up and entrance. I've been messing with the effect for a wh
[quote]Thanks for the suggestion, but didn't work for me. I'm looking for something like this:Youtube Video[/quote] D'oh! I'll let you know if I find something :/
[quote]What exactly did you find out? I'm trying to mess with beams to look more like the ones seen in stargate. I.E. they don't just disappear when done firing. They travel, in a sense, so that the end of the beam hits the enemy ship instead of going away almost instantly. I'm curious to see what you found out and if it might help.[/quote] Try setting the beam to 3 bursts with at least a .4s delay. ;)
[quote]From what I have seen, I think I will wait for the next version, as you have had much feedback and your new screens look good. I can't wait until it comes out, then I can merge it with 7 DEADLY SINS.DANMAN[/quote] Good move. I'm up to Kol Beam'0'Death v5.0 now. :d Its [I]very[/I] cool. I'm 'hoping' it will be done in the next week. There are a few ships giving me some troubles. *cough*progenitor*cough* I'm keeping track of all the files I've changed again. So it'll
Quick update: I've made some more changes to the Kol's Beam'0'Death after staring at it for a couple hours. [size="4"]Beam'0'Death v3.0[/size] [size="1"]Evil Laser look achieved. :CONGRAT:[/size] [img]http://i15.photobucket.com/albums/a359/Lost_WLd/ScreenShot_10.jpg[/img] [size="4"]Beam'0'Death v4.0[/size] [size="1"]A few more half awake hours later... [/size] [img]http://i15.photobucket.com/albums/a359/Lost_WLd/ScreenShot_11.jpg[/img] I
[quote]I checked and the expansion is around $100 on ebay. The site for Alpha centauri is still running.http://www.firaxis.com/smac/wow, $124.95 each and only 3 copies.[/quote] !!! *starts digging through piles of cd's*
My next mod will be Deathblow. In it I'm trying to add a chance on death for units to do various things. They're listed [link="https://forums.sinsofasolarempire.com/306747"] here.[/link] [quote]EDIT:I'm not sure if this is any at all helpfull (I'm no modder ) but in Vanilla, the kortul's wing beams DO have hit effects, maybe you could just use those? [/quote] It actually already is the same graphic believe it or not. :/ I think it's another rate of fire issue.
[quote]Good stuff! I can't wait to give that new version a try when it is released.[/quote] Thanks. I'm trying to collect feedback and sit on the new version for awhile so I can really get it nailed down and start on my other mod. :) My other mod will be a balancing nightmare but if I can get it working properly it will rock. Step 1. Make mods Step 2. ???????? Step 3. Profit!! :D P.S. It's hot pink. I think its pretty close to perfect f
[quote] Missiles: for the most part these are only the standard Lrms and phase missiles I'm talking about (the marzas missile effects are bloody brilliant). [/quote] Heh, thx. [quote]I notice that Vasari and TEC Lrms now fire in similar manner, a smaller missile moving at the fast(er) speeds, with the same kind of exhaust trail( that "stiching" look, though it is much more apparant for TEC). The current style of these missiles seems more applicable to the TEC faction than Vasa
I'd appreciate more feedback if anyone is interested. :d It helps me pick out problem areas so I can make a better mod. :)
[quote]As far as the anomaly goes, there's quite a few of them but I think it's just game engine related. I hope they don't detract too much.The reason why it is so noticable seems to be because the Beam is wider than the hit effect. So the cut off part of the beam cannot "hide" in the hit effect like Bailknight's beam and the vanilla one.[/quote] [quote]This is indeed a very nice mod, and a great add-on to Bail's work Alot of great work went into the caps(marza and Kol comes to mind)
[link="https://forums.sinsofasolarempire.com/306747"]Company of Heroes styled critical hit system[/link] & [link="https://forums.sinsofasolarempire.com/308807"]More pew, pew.[/link]
DPS and balance remains unchanged from 1.04. I just enhanced the visuals. [quote]Hope you don't mind, but I'm already imagining adding this to my mod's next repack, with your permission of course.[/quote] Sure. It's made to be merged easily with other mods. :d
[quote]Been playing around with it, very nicely done There's just something cool about never ending streams of autocannon fire along with Bailknight's particles[/quote] :D [quote]Lost_Wld:This mod is absolutely amazing. Bailknight would be proud. Just to let you know, your mod is next on my list for:Merging in with 7 DEADLY SINS. I will be offering this mod packaged with all the other great mods out there, with your permission of course. Great work, and I am looking forward to
[quote]*****WLd + bailknight_graphicmod_v1.2Place this folder in your mod folder to run my mod merged with bailknight'sgraphic mod. I'd suggest doing this one as it looks a hell of a lot better. Tried this said it would take like six days to put in the mod folder lol[/quote] Sorry bout that, I left the data in text files so people could play with them. Even so the folder is only 65mb, it only takes my middle of the road computer about 30 seconds to move it around. You migh
[quote]Any idea how I can incorporate your mod into the Adama repack mod?Thanks,Javaslinger[/quote] Throw the files in the WLd Merger Folder into the respective Adama ones. IE: WLd Game Info files in to Adama Game Info. Then just move the PipelineEffect folder itself. Make a backup though, I haven't tried this yet. I'm just guessing. If it doesn't work you'll have to ask in the Adama mod post. :)
Gotta love computers... lol. I did test each one to make sure it worked before I zipped them. Hopefully this is an isolated incident. Glad you got it working though. :D
[quote]By messing with Bailknight's Graphical mod did you alter any other effects?[/quote] Quite a few. -Flash beams now actually flash. (epilepsy warning) -Phase missiles now "[I]phase[/I]" upon striking a target. -Auto-cannons are more machine gun like. (pew, pew) -Everything but beam weapons, phase missiles and abilities have shorter cool downs and fire more rapidly, but I spent a lot of time trying to make sure its not excessive. -Beam weap
Bump: Added more screen shots by request. P.S. pew, pew...
[quote]Hey, nice work Any chance you could put up a few more screenies, for those of us at work?[/quote] Sure sure. I have to get to bed soon(I'm night shift) but I'll try to get a few more good ones for you.
Welp, I haven't tried to do it yet but I'm guessing you just grab the files in the WLd merger folder and then throw them in the respective Adama folders. IE Game Info files into Game Info on the Adama mod. Barring Uzi's mod using the same files as my mod it should work. You might want to make a backup just in case it doesn't though :)
This is a maligned graphic mod I've been working on over the past year or so. I've rebuilt it quite a few times and am doing so again for the Entrenchment Expansion. I hope to actually finish it this time around. I'm currently working on the TEC effects. Unfortunately this modding thing is still new to me, so its taking me a little while to turn out new particle effects. [e digicons]:annoyed:[/e] <a id="ctl00__Content__RepeaterRepl
Nice work guys. :D
Nothing fancy for me... 1. 2. (>'.')> 3. 4. ^('.')^ 6. (Q'.')--Q 7. d-(^.^)-b 8. q-('.')-p They also double as planet designations. ;p