squats would be funny, but seriously guys, leave the 40k stuff to the Battlefleet gothic mod: [link="https://forums.sinsofasolarempire.com/post.aspx?postid=159037&p=12"]WWW Link[/link] See, warhammer. I can't wait till we get the mod tools (hint). Just stay original and smart guys and we'll love it :CONGRAT:.
xthetenth
And ironically, a lot of that has done before it was done (tyranids before zergs, endless mythological creatures before fantasy creatures before sci-fi creatures). Nothing's really original except for thinking it through, having it make sense, and doing it well. Just come up with an idea that hasn't been done to death that you like and makes sense, and flesh it out well. If you do it right, the new race will just belong in the galaxy, and that would be awesome :D . [quote]I would like t
I'd like to not see elves either. The only elves I can stand in space are the eldar, and that's more because they're a study in arrogant decadent prickery instead of the usual happy frolicky magical elves so common. That and they only come in two flavors, which is (unfortunately) a sign of restraint, and in their case actually makes sense. In short, even though the eldar are space elves, they junked most of the cliches, which made them bearable. However, it's been done in warhammer, so don't do
Excellent work, I'm actually a bit embarrassed that it's taken so long for you to get the praise you so richly deserve :NOTSURE:. I've had other games' soundtracks on my ipod, but this is the only one that stayed there. Also, this is the only one that made me go to the trouble of converting the .oggs to .mp3s just to get them on it (more than once, I did it in at least two betas too). Love your work, just make more of it please. Make my ipod cry! :D
Inert, can you give me your general direction so I can render praise unto the right direction? You rock! Nice sense of style on the ufos, too.
Hmm, If you like that version of the 40k galaxy map, you'll love this one, it has all the awesome info on all the planets: [link="http://www.joachim-adomeit.de/wh40k/spacemap/map.html"]WWW Link[/link] I'd say work on the damocles gulf area first because we have somebody messing with the cadian gate already. That'd be awesome. I have an idea for a campaign style map where the Imperials start out with a large presence in the Brimlock system, and have to invade the large establish
On the credits and slaves question, it says that after the vasari became bogged down against the TEC, they assumed many of the trappings of their civilization. Remember that the planets you control are nominally human populated, so keeping the planetside economy similar to the tec one makes sense, especially given their managerial practice of just letting the planets be as long as they pay their taxes. I see slave labor researches as getting the infrastrucure set up for such a relatively despera
*renders praise* Thanks for keeping the thread going in such grand style. :D That looks awesome, I'll try to add some support, but my graphics class is insane. We're trying to create a bare-bones unaccelerated DX with fancy shading techniques, which while undeniably awesome, is also very stressful. But the nice boys at IC seem to be taking their time and consequently bailing my sorry behind out of slackerdom. :NOTSURE:
I hope they're organic and have eating effects so it'll make it possible for us to have another race in our mod... *thinks about the work involved* actually, scratch that, just do what you want.
Armageddon wasn't exactly eldar helping the imperium... :NOTSURE: but on the others, sure, although the imperials would probably open up on the eldar if they saw them. Maybe make the eldar trying to divert attention from the imperials by attacking the flanks of chaos or whoever else is attacking them. The first release will be imperials chaos and tau, so ideas in that regard would be good. There was something about Tau running into slaaneshi forces that could be fleshed out if you can
Yeah, it does, but the thing is that's the easiest to do because all the maps have the full information, and even though we're only releasing the imperial navy, chaos and tau in the first pack, the maps will get play for later releases and also can initially represent the time of the first war for armageddon which was chaos against the imperials, so it'll make sense and be ready for the orks' release.
[quote]Hi gents. First, sorry for not posting this Q/request at modcraft Could you guys decide which multi-player campaign scenario you want me to put a set of maps together for and direct me to the GW scenario maps?[/quote] Okay, we'll try to figure it out soon. Do you have the pages from armada with the armageddon campaign on them? If so, those'd probably be your best bet for starting something because they have the most information, and I'll try to supply you with 40k style planet ty
Love the empire tree especially, I just wish you'd do one thing (it may be in one of the upcoming patches, in that case thanks). Make it lazy so if you select something, it highlights it in your window if possible so I can keep looking at my fleets without scrolling up every time I select something.
yeah, that's always a good starting point. :D
Plot ideas are good. gameplay for the gameplay god, code for the code throne
Yeah, the Imperial ships look a lot like giant space cathedrals, and all the other ships flow so perfectly from their races' cultures, it's really awesome. Plus, the various races' gameplay really fits who they are so all the races have a distinct feel in every aspect, which is awesome, and I hope we can translate it properly into the game and keep the pervasiveness of the lore in all the game mechanics.
I finally found the time to post my request to join, hope you accept me :D .
Excellent models yet again, inert. Fandangdo, I love the idea of campaign rules, that'd be really excellent, and is definitely something that would help our mod tremendously. Thanks a ton for the help.
Fandangdo, the maps look awesome, and we'd absolutely love the help. we do have somebody working on maps as well, but there's no way we'll turn down help, especially considering the awesome amount of backstory to make interesting maps of. If we can get an unlocks system going we could make a campaign suited to sins' nonlinearity by linking them into a 'historical' series that recreates the progress of various events in the lore, such as the gothic war and the tau expansionary campaigns,
I'm interested in joining, I'll post on your forums later when I have the time.
zerglings. they're good to spam. they like to eat ham and spam-a-lot. [img]http://www.dailyllama.com/news/2004/images/golden_honey_spam.jpg[/img] seriously, just no, a perfectly balanced fleet will be much stronger than any spam could be, and even if you just mix three main elements it'll be even with a spam, and add in buffing abilities, you'll win handily.
:SNIFF!:
Ability to hit strike craft is hardcoded, so that won't work. However, if you can get to a battle in an asteroid field where there's a penalty to hit (iirc) it can turn the tide against a superior foe.
[quote]I just want them to implement python or lua stack and let us play[/quote] That would be excellent. Failing that, just give us the full list of variables, let us make more, and make a clear guide to what in the hell they do.
[quote]Suggestion: More AI missions, along with giving credits = some happiness (limit of 10-20%?) I can understand "You shouldn't be able to buy your allies" in single player, but I know if someone paid me 2k credits and asked me to lay off, I probably would for while.[/quote] Or just make it a matter of diminishing returns, so even if you make them initially happy, you'll need to pay them off more and more to prevent their happiness from dropping when they realize you aren't