I don't know when we'll get around to it, so just ask, and eventually we'll get it together. It's like the feature list, it'll be done when it's done, but it will be done.
xthetenth
Yes, we've been thinking the same. I'd say once we have some screenshots of a current build in full glory definitely, but otherwise, it's one of those "get around to it when we do" things. Feel free to ask for stuff you want to know about when we do get that post up. And yes, that referrals page is pretty nice, but it'll get better when we release. :CONGRAT:
Awesome. I'm still trying to come up with a good pair of chaos and IN fleets, But a repulsive and Emperor cost radically different amounts of points, which is rather inconvenient, so I'll probably need an odd number of plastic cruisers. BRING ON THE BITZ! :d
You will also need to display hidden folders, if you haven't already. [link="http://www.tacktech.com/display.cfm?ttid=192"]WWW Link[/link]
Oh, you don't have your hidden folders autodisplayed? well that makes it a bit harder, but not much. Go to your folder options menu, which in vista is in the organize header on the far left of the blue bar, and then to folder and search options, and in xp, it's somewhere on the right side of the options bar, and then go to view. There's a pair of radial buttons under a header for hidden folders. Select the one that displays them. There's really no reason not to. And yes, it's the same folders wh
[quote]i hope the file will be small enough that i can download it with out my dad noticing. (ps is there a way to select which mods you want to play with because i have not found it)[/quote] Yeah, I'll probably rar it to the size of a walnut and then chop it into bits if you need the reduced size. I'm assuming you have one of those internet planes that charges you for using the bandwidth you've already frikkin bought? [quote]yeps you go to options then mods and any mods in you
Hey, we never said tyranids and rotating turrets were impossible, it's just that we assumed you wanted a mod that wouldn't require a computer from ten years in the future, and which would be conveniently released then rather than the nebulous date of "soon" :p . But in all seriousness, we'll do what we can, and release the alphas when the gameplay is ready but not necessarily pretty, the betas when it's pretty as well, and the full shiny happy version when we're fully willing to have people thi
Love too, maybe it'll work, maybe it won't, in which case the tools will be needed, and maybe it'll just be too hard, but one can only hope, and a similar trigger already exists in sins, the problem is it's only an effects trigger, but we might be able to hack together a buff that's triggered by the "critical hit" along with the visual effects, and IIRC, one of them happens at 50% health.
[quote]Personally, I'd really like to see the ability to take out certain parts of a ship, like in Homeworld 2. Not only would it be just totally awesome, but it would add a new element of strategy.(P.S. I haven't read all of these posts, so I have no clue what your talking about at the moment, so if this seems completely off-topic, just ignore it.)[/quote] Yes it is off topic, but it's a good idea. Unfortunately, that'd require a lot of work, and quite possibly access to the full mod t
[quote]Well gentlemen. The fact of the matter is Lucas Arts is afraid of those dastardly pirates who chronically torrent major PC games like Force Unleached. They do not wish to express this opinion because not everyone torrents and they do not wish to insult every PC user. They are playing the feild like the devs at Rockstar North who also fear pirates. Lucas Arts is probably going to repeal its wish to not make Force Unleashed once they have made enough money to cover the losses via pirating.[
Don't worry, I've already got the .entities for all the ships (and when I get my medieval 2 addicted rear end back to work, the planets too, hopefully uzii will sign off on the planets licensing deal). I can't wait till you get a model emitterated properly so we can show off some truly awesome screenies. :D And yes, the mod won't be too much like sins, it'll look and feel much more like warhammer 40k, but it won't throw sins' advantages out the window, either. And don't worry, I'll gi
[quote]Fraid I'm going to have to take about a week off from modelling, something big has come up and pretty much anything social has been locked away for now If you see any new buildings from me in the meantime then just consider it a fluke.[/quote] It's fine, I've got all my finals coming up and a big project coming due, so I'll be gone for about a month, and the only thing I expect to get done is deal with the whole sins plus/planets in general situation. [quote]Chaos plane
Toxic purple chaos planet, that'd be awesome. I forgot those. I wonder if we can make abilities that change planet type?
The advent voices are made of character. They fit with the idea of a hippie commune peaceful group with a grudge the size of the universe so well. The shift from peaceful calm, bliss spreading missionary to furious warrior seeking vengeance is amazing, and makes the advent a joy to play. The other two suck so much I can't play them, although the vasari are better than the tec on virtue of not having made me scuttle a fleet simply because of the voices.
Prezo, good point on the asteroids, I will include the free-floating resources on the asteroids, though, to represent the mining colonies. Thanks Kiernyc, that's a big help. I just Pmed him now, hopefully he will give us permission, especially considering some of the newer planets I don't remember, such as the forest planet for deathworlds, industrial planet for hive worlds (it doesn't have enough factory for a forge world), urban for forge worlds, barren for research stations, and it e
Nah, 3rd ed is officially on topic, because it's for my reference as I do planets, and I loaned my 3rd ed rulebook to a friend. For now, I was going to do terran/ice/volcanic for death world (but a more overgrown terran to distinguish it from feral), desert for hive (a la armageddon, probably end up adding some giant clusters of lights (remember the hives are concentrated, not planet covering like forge worlds' factories), try to license the city world skin from the planet pack mod (I f
RAM! RAM! RAM! RAM! RAM! Sorry, brute ram ships get me excited :p . Anyway, back on the topic of the mod, the ships are done, and I'm starting on the planets when I feel like it/can. Any ideas on the planets? I'll do the ones I have listed, but if anybody has access to a 3rd ed. 40k rulebook, there's a really good list of the main planet types that might have ones I forgot.
No, the official story behind the escorts is that they're repackaging them all, so they should be back, and are even coming back in france and germany as we speak. [link="http://forum.specialist-games.com/topic.asp?TOPIC_ID=10652"]Forum thread where they cover the missing escorts in detail[/link] Don't worry prezo, just do what you can, and don't feel pressured to be a workaholic like I am. ;) We're glad for all your help, and it's good to see you back. [quo
There are some experimental rules for a dual decked battleships floating around the specialist games forums, but that's not getting in the game, sorry, we already have a super for the in ;p
Me too! I wants one too! I think I see about 4 IN cruisers in there, with a battle barge, a spare chaos bridge, and some unknown stuff in back. Wonder what that is in between the gun decks. Maybe the top of the bottom deck's cruiser hulls? It doesn't look like that, though.
Also, don't forget that the Imperials didn't wage a campaign of battling it at all times, but quite literally starved it, so that by the time the attack came on Macragge, the fleet was weakened. Also, the battle was only won when the Imperial flagship punched into the center of the hive fleet and blew its warp drives, inflicting disproportionate damage. Additionally, a warp vortex robbed the tyranid fleet of their synapse control, helping out the Imperials further.
ISDs are about a km and a half, IIRC, while bfg cruisers are about 3 km long. Large escorts are almost as big as an ISD. Battleships are about 5 km long, so the super star destroyers dwarf them.
I dunno, it's a very good question that I have a feeling will lead to a few sleepless nights. I'd like to be able to make them work like squadrons, but that might not work. Also, as another idea to fit the lore and make for a very orky waaaaaagh! feeling, what about making the ork fleet rely on the presence of a hulk or battleship to phase jump between stars? It'd be relatively simple to implement, and would really make the ork player build up massive waaaaghs to avoid wasting chances to move th
[quote]Ooh, a lance platform? Will that imply the existance of Weapons platforms and Torpedo platforms, to add a little bit of strategy in what kind of defensive static munitions you place?[/quote] Of course, you can use the three to defend differently against different opponents. Oh, and yes, I was joking on that and the fact that all the other ships have a type designation as well, but they don't seem to have one that applies other than their name repeated. And we w
Don't worry, you'll see the repulsive and maybe some of the chaos gcs to fill their numbers of capitol ships, but I think the model is right about the last priority for inert, so if we get everything else done, they'll be added in later. Also, Inert, if you see this, that lance turret platform has a problem because the guns need to be broken down into quadrants, so adding an arm will make it work a lot better.