Looks good. How are you scaling to performance with it, just having the different settings use different qualities?
xthetenth
[quote]Be warned though, our betas are not fun. [/quote] LIARRRRRRRRRRRRR!!!! [e digicons]:grin:[/e] Does the fact that I enjoyed sins beta 1 speak ill of my mental stability? [quote]Quick, everyone, cross all your fingers, toes, and split tongues and sacrifice many goats so that it will happen. [/quote] I'm saving my goats for the public beta, not the annatar and friends show (TM) alpha. [e digicons]:P[/e] [quote]However, we anticipate
I can't wait, Galciv 2 was a rare treat, just being able to ramp up clock cycles for the AI and having a fair game against competitors who managed to come up with very different strategies that somehow all managed to give me a very hard time. Good times.
Sounds great, but I definitely agree that the overlay or at least a notification sound when you get a chat message would be great. Additionally, I'd love to be able to apply the impulse overlay to non impulse games (don't think there is a way now). If that were available, I think it'd be a great help, because at least for me, being able to use steam chat in and out of almost game I want is a huge benefit, but steam chat is annoyingly flaky at times and I'd love a better option.
Absolutely sounds like a good idea. Love the sound of an early simple mp mode. WRT to the map, I think it's essentially going to be like galciv 2 zoomed out till you get icons, and I think that's what frogboy's using that picture to show.
Yeah, I think that the modeller's about to get out of school, so the pace of work should get stepped up nicely. The next release is almost ready, and it will get a fast patch as I try to figure out a proper way to balance troop replenishment stations. I definitely think I'll need a lot of feedback on that one.
[quote]prezo the sequence in entrenchment is the higher in the list overwrites the lower in the list of activated mods(righthand list)[/quote] You can try it, but it won't be pretty. To get the mod working properly I had to do terrible, terrible things to the armor/damage types in gameplay.constants that you pretty much can't reconcile with the current limitations (that bit is hardcoded unfortunately). Also the galaxyscenariodef doesn't play nice because it has to make random maps fol
[quote]Good artists borrow. Great artists steal.[/quote] And truly great artists already have permission to reuse what they need [e digicons]:grin:[/e] . We already have permission to make use of the resources of sins plus graciously granted by danman, so this works great. [quote]In my opinion, fleet bases should also provide some form of combat bonus to ships in the gravity well to represent the benefit of proximity to the planning and tactical staff for an en
[quote who="VoidDragoPhoenix" reply="23" id="2223737"]I am glad to be of service. I will look into the forge world problem tommorrow, as tonight I am tired from work.[/quote] Awesome, I'm glad to have any help, because I'm proving rather dazed and having a hard time finding things. [quote]I like your idea for icons and suggest a generic hive spire (think necromunda) for hive worlds, and the imperial eagle instead of a dock for fleet bases[/quote] Good id
[quote]I have been following this mod for a long while, and I must say I am impressed with the quality of this mod, if not the pace at which it is being released. To that end, I am offering my services as a coder to this mod.[/quote] Well, right now the coding end of things is under control, we're waiting for models mostly (I'm out of college now, so I've been working rather long on coding and it's shaping up well). However, there are a few problematic things that we'd love to see don
Well we're currently working on an entrenchment 1.12 version, but it's very good to hear that the currently available version works with sins 1.16. Thanks. I'll try to work on that issue with the big ships arriving in battle, it may be a screwup I made with acceleration rates. If so, I'll fix it. If not, who knows. EDIT: well, the battleships seem to have considerably less acceleration than cruisers or frigates, so I don't think that's it. However
got a screenie album together where I can easily upload new screenshots when they get taken. http://s117.photobucket.com/albums/o42/xthetenth/bfg%20mod/ work is going well on the entrenchment release, going to have the Imperial navy up to the older version's standards and a nice selection of new stuff.
[quote]Messed around with photoshop today. I opened up one of the terran planets and deleted most of the land. Then I took a picture of Manhattan and made it yellow. Then I made that into a pattern and put it underneath the Terran planet skin without the land. Then I added some overlays to darken the color a bit and this is the forgeworld I made when just messing around.[/quote] Anything with my hometown in it is all right with me [e digicons]:grin:[/e] . I like it, cities on stilts
Seeing as it's time for me to get to work on planets, I've decided to bump the thread in order to solicit ideas about planets. I'm honestly more concerned with flavor than actual differences, if two different planets have near identical stats yet their existence makes it feel more like warhammer 40k then I'm all for putting both in. Just do me a favor and use this template for ideas, and remember we have access to the resources of the sins plus mod graciously granted by danman:
It's the program they replaced impulse with. Served the same functionality, just a lot uglier. It's how I got all my sins patches before 1.1. I'm surprised it still works, I guess that the new impulse setup gives the patches to sdc anyway.
[quote]2. The Elder Scrolls IV: Oblivion. The setting, the lore, the craftsmen ship of this game; blew my mind the moment I turned it on and I'm still playing it. Best Role Playing Game ever made in my opinion. Would have been my undisputed favourite if it had of had more depth ala Morrowind.[/quote] I loved that game, I'm pretty sure I have two games where I did every quest available in a town, and there are so many fun mods I think I have more gb worth of mod than original obli
[quote] I tried to install it on xp and i couldn't get it to work I agree with you tho it was an awesome game and the planes were pretty damn cool.[/quote] Hmm, I'm pretty sure I got it working on xp. try mucking about in the compatibility settings, I guess. If you have an old enough os kicking about, I'd recommend checking out the pc version of cs, you can get it on amazon for about 5 bucks. I never got to try the xbox version, though, I think I'll get it sometime. I jus
If it's a game that's stood the test of time for me it's probably Crimson Skies, best damn flight sim I've ever played (need to give TIE fighter another go before I say it for certain, tho). The entire atmosphere of the game is magnificent, and the voice acting is spectacular. Plus the planes are crazy awesome. Shame I think XP's the last os it'll run on. If they'd just gotten time to finish the damn ending I'd feel very similarly about KotoR 2. Best written bunch of NPC's I've ever s
I wish I could come up with something, I really do. God knows I tried too, but when you can play oblivion and talk in class and still pay good enough attention to class to be one of your teacher's favorite students (the guy I talked to in english class was one of my teacher's other favorites and was also talented enough to be paying attention) you just learn to take advantage of your skill. The stuff you can get away with if you are clearly interested in the subject and aren't obfuscatorily s
[quote]Getting paid to do it takes a lot of the fun out by adding in irritants like schedules and deadlines, not to mention customers.[/quote] And oversight. Complete creative control is a big part of why I enjoy modding and it's the part that really makes modding be for the fun of seeing your idea reach fruition rather than as work. Plus, for somebody like me who's still in college it's good coding practice and lets me get a feel for game design. I'd be working on my current mod for
Way to remind them that this isn't a crusade, just a bunch of honest people looking not to get screwed. Why is it that I want to buy something from you guys every time you make an opiniated post? Moral of the story: perfection is always the enemy of good enough and in this case, way better than it needs to be.
It's going to entrenchment soon, but we're still working. We have one guy working on it (3HavoC, I presume) right now and I'll rejoin the coding fun next monday or tuesday when I get done with my college finals. I'm sorry to keep you all waiting on this version, since it's going to be the debut of some fun features, but for the vast majority of my classes, everything's on my final, so I really should do a good job.
[quote]Besides, how can you top: "I've got butter on my head"[/quote] With the heart going sad when it gets brains. That bit alone was good enough for an immediate flawless victory.
[quote]I don't understand why it doesn't autoupdate the game like steam does. Such a hassle for everyone.[/quote] Considering the number of times I cursed out steam for that very feature (I have ridiculously fast internet at college and slow at home and it always seems steam updates my games when I'm at home), I'm not sure it's a wonderful idea, because it takes away from peoples' ability to game anywhere and any place they choose. However, if it weren't for the fact that such request
Oh good lord. [e digicons]:grin:[/e] Correction: Oh OP lord. [e digicons]:P[/e]