edit the dds, it worked for me when I decided to make a pale blue beam pre-release, which of course got replaced by the advent beams. All the color is in the pair of dds's, the rest is just white glow, so they'll look way brighter ingame.
xthetenth
Yeah, that's the impression I got from the error messages too, but I just wanted to hear it from the horses mouth, because there are a lot of smaller caliber guns on the weapons batteries other than the big cannons, and I was hoping I could make them shoot the plasma, gunshots and lasers they talk about in the rules. Just an idle wondering for eye candy purposes, but that's awfully tight when you factor in turrets and the three types of main guns (lances, weapons batteries, and torps if we can't
[quote]Playing as the Advent I had my entire fleet made up of carriers and cap ships. 250 squads of fighters and bombers overwhelms most fleets, even those with sizeable anti-fighter defences. [/quote] That brings back some fond memories of before the cap limit. I had fleets of 75 lvl 5 sovas, and you should have seen the carnage I inflicted on the AI. I still like fighters, but I'm a bit more fond of advent long range ships right now, even though when a cap absolutely, positively h
I dunno, but we at the BFG mod need to find out how so we can get the eldar to work, so i'll probably post back if/when i figure it out.
I made the advent beams for a mod before release. They looked sweet, but not as good as the real thing. :HOT: I also cranked the shotsfired too, but our models will have way more emitters, so hopefully that won't be necessary. Is there any way to add support for more weapon types, or is that hardcoded? I kind of want to add various effects for broadside batteries in BFG.
I'd love to, but that's a bit late for me :NOTSURE:. I'll check to see if my mom wouldn't get too mad with me, but if it was only till 11, i'd be fine.
I and the rest of the battlefleet gothic mod team thank you for... letting me go back to work :NOTSURE:.
I'd love it if when you select a ship in a fleet in the empire tree, the empire tree didn't jump to half show it under the planet it's on. if I have my fleets up in the empire tree and I select a ship, if it's available in part of the empire tree I have up, i don't want it to jump to show the same ship in a different section that wasn't where I selected it. The worst example of this is trying to double click a ship in the fleet section in order to jump to it. it doesn't work because the empire t
there's a way to help fix that, search for particlecount or something like that. one weird effect thing i noticed: if you leave sins running minimized and switch back, all firing effects that would've taken place while you were away happen when you switch back.
somebody posted it, but the devs scrambled it because they want you to find it on your own.
I'm currently fighting for my life against excellently timed hard AI attacks because they carved my empire into two, and the missions they give would kill me if i tried. I've been playing [I]forever[/I], so it's nice to have this challenge, even if it's starting to look like I dropped the soap :NOTSURE:. If it weren't for the fact that both halves of my empire are essential and major aggravations to an ai, i'd probably be doing well, because there is quite a bit of infighting going on. Try the h
yellow button in the top middle of the lower ui bar lets you rename stuff. I play advent, and while I'm find of the default names, my flagship is always named the lux aeterna, which seems to be lucky and fits very well with the advent naming scheme. If it ever dies, I think i'll go with it like the persians did with their immortals.
[quote]In reality it all boils down to economy, and it should be like that in Sins too.[/quote] It is right now. only a very potent economy will be able to produce enough money to pay for ships with an 80% reduction in economy, and this is how larger empires, which can generate more money, can outproduce smaller empires.
one behind the scenes thing I would love to see is a bit more text at the end to explain why the battle was so cruicial to my side and what the effects of my victory/defeat were. Just that would add to the feeling of being in the story.
I've noticed 1, as well
yeah, that's probably why i was noticing my ships were hitting lvl 10 faster. I'm too tired for this.
carrier lovers love advent! ...erm, sorry. I've been too busy killing things to get together an awe inspiring fleet.
oh, really? *goes and gets glasses checked* Still nasty, having lvl 4 caps rolling off the production line for free, but not as bad as returning armada then
and the endless xp for advent is disgustingly powerful once they start running around with 16 lvl 10 caps
now there's a good solution
I dunno why, but my advent flagship always ends up the Lux Aeterna (eternal light). something about their culture/unity makes this seem very appropriate. also, the Para Bellum might not be the greatest choice seeing as the real life parabellum is a 9 mm bullet which is notorious for its cramped crew quaters :p
It would, but it would also make it a nightmare to balance
Oh, I missed the complete lack of a mass of light frigates in the fleet I referenced. Here's my ideal fleet for the midgame (later ones have more varied caps, tailor them to fit their intended roles and nice synergistic effects). -1x advent carrier -1x advent battleship with the ability that makes it a giant firesink -2x shield restore cruisers (advent only, massive synergy with the battleship) -a few light carriers or another full carrier, your choice -gaggles (~40) of
That would be sweet! HW2 dreadnought ruled! something like that would be mega sweet.
wow, you booked half the restaurant :p can't wait though :D