Spam spammers with more spam to beat their spam. Uh..okay.
hydrocarbn
Okay, we can all rationalize, but the AI does gang up against human players as it's very difficult to do missions. The game isn't "horrible" because of it, it just needs a tweak. Meanwhile, just play MP on no-pirates maps.
I want to be able to add more ship slots, or tweak the UI so that it can be utilized. I want to be able to add another page to the factories without a total UI crash. I want to be able to [i]mod[/i] the game. It's great that you guys designed the ability and buff system to be so open. That's awesome. But that's a very minute part of what is required for a TC. Hard-coded limits like this are detrimental to the modding community, & the game from a very early point has p
Have you successfully implemented the mines yet? I would be curious to know how you do it, because I haven't got them to damage themselves correctly.
[quote]But, there's one thing. When I open one of the files in the program you guys suggested. There are three tabs, and only one (the first tab) is in text. What the enditor is telling me to do, I can't because the line it describes does not have on it what is said it should (or would have. Nonetheless, it does open the file! Maybe I need better modding instructions? Has anyone any ideas what I should do in this case?[/quote] Use the files in the incomplete modding package.
I use Crimson Editor.
A TC is more than models. What gameplay changes could be made?
[quote]How's this mod going?[/quote] Excellent! We are currently making our way to an internal alpha. It'll be quite a while before release though :)
Bomb the living crap out of nearby media hubs in other gravity wells.
[quote] they used sounds and models from halo 1, [/quote] I've had to look into this a lot as well because I'm staff at SSP and can [I]actually talk[/I] to the people that developed Halogen and work on Asylum: you shouldn't throw accusations of stealing models around willy-nilly without proof. Regardless, it was the IP being used that was the problem, not any usage of original Halo materials, and the only reason you probably haven't got shut down is because you're not as high
[quote]they were using models and sounds from halo, putting them in command and conquer, and claiming that they were there ownthats a several million pound lawsuit right there. halogen got it easy.[/quote] No they weren't. Read before you post.
[quote]It sounds like you aren't even trying what people are suggesting and instead just pouting about your loss. It was mentioned several times and if you seriously tried it, you'd see that it works. Flak ships and/or fighers - not bombers. There's no disagreement on what to use. [/quote] Stop trolling and read the thread. The suggestions here vary from "flak!" to "frigates!" to "spam scouts!" to "spam heavy frigates" to "spam light frigates". If there's some consensus, or a replay
Reminds me of the DoV maps (lots of stars, little planets per star)..I'd be in. PS: I made a 175 star map and ran it about 30fps. :)
I saw the following on Wikipedia in reference to wormholes: "however, a little luck is needed to traverse them due to the chance of the ships being permanently destroyed or appearing in an alternate dimension (leaving the game)" Is this true? Nobody I've talked to has ever had this happen, so it sounds like FUD.
They emailed MS and never got a response.
Advent bomb planets with beams.
[quote]Thats why you ALWAYS ask permission first to use a IP. Its only fair to them and to your modelers. I blame their mod leader, not mMicrosoft, for letting themselves get shut down. He should have asked first before wasting his teams time. Trust me, if you pester them enough they will eventually respond.[/quote] Even if the Halogen team asked permission to Bungie they would have got shut down by MS (rather than the other way around, which is how it happened).
I'm not a modeler but all I've heard is that it's a bone. When one of our guys accidentally flipped the bone, the exhaust went the wrong way.
The thing about Rise of Nations was that diversity was much more emphasized because you didn't have to have equal amounts of one unit to counter another. If someone brought in a bunch of, say, artillery, you didn't have to spam an equal amount of helicopters, though that would be quicker. A few helis would take out those artillery units quite easily. Here, we not only have to have similar amounts of units to counter single-unit spam, but nobody can agree on WHAT UNIT TO USE. Which makes
[quote]HALOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO[/quote] [link="http://kotaku.com/gaming/top/msoft-pulls-plug-on-halo-rts-mod-199568.php"]HAL-NOOOOOOOOOOOOOOOOOO[/link]
None of this is possible and there already are enough mods based on other IPs. If you want to make it, go ahead though. Remember: everyone has ideas, maybe 10% of them have talent in scripting or modeling.
I want to be able to add [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=178147"]another bloody page to the frigate factory[/link]. I'm already starting to get the feeling there are a lot of invisible walls modders will be crashing into in the next couple months. [quote]All we as the customer can really do is ask for the ability to add in these features. It worked well during the beta. Who's to say it won't work now?[/quote] The way the tools were presented makes
Copy everything from the gameinfo folder in the mod pack, not just the files you change.
You can mix them. The problem is that you have to have all the files in there. Apparently, that'll be fixed in 1.03: should be easy, because the files are already checksum'd in sin.xml.
They've already said there's going to be no custom DLLs. WindexGlow: Ironclad owns the engine.