SteelFin

SteelFin

Joined Member # 2985733
4 Posts 55 Replies 482 Reputation

[quote who="SteelFin" reply="45" i[quote who="Grove12345" reply="46" id="2645862"] Quoting SteelFin, reply 45Will we encounter and be able to recruit dragons in beta 2? i think there is too many expectations from the beta 2 gameplay, alot of questions. Expect very little... for now. And when they do release the final beta, its pretty close to the deadline or a deadline for them to keep making changes. So wont be many changes, just tweaks or adjustments.[/quot

153 Replies 461,926 Views

Have you learned nothing from Jurassic Park. Nature always finds a way. The neanderthals were planning this all along.... waiting all these years for humans to bring them back to life so they can get their revenge. If that shows up as a new movie on the SciFi channel, remember you heard it here first!

166 Replies 524,134 Views

I am having trouble with my null points in XSI. I followed the guide but all my weapons and engines are firing from the origin / rootpoint in game. I noticed that after I position a null point and freeze all transforms, it reverts position to the origin. Is it supposed to do this? Do I need to do anything special when creating a new null besides drop it under rootpoint?

2 Replies 6,247 Views

Thanks Eomega and Major Stress. Flipping the textures vertically in photoshop did the trick. I had moved the UV map they were assigned to so they lined up right in the mod tool. I then duplicated the UV map after making the adjustment and made the tangent map from it so I am not sure where I went wrong as it looked right in the tool. In any case, flipping the textures is easy enough. I still have to fix the texture lighting, glow, and team colors but even without them, the model does not look

137 Replies 221,531 Views

I got one of the caldari battleships working in game but im having texture problems. When I imported, the mapping was slightly off. I readjusted in the mod tool but in game it is still off set. I have zero 3d modeling software experience so im sure I am just missing a step. note: I don't mean to side track the post. To the creators of the mod, I am more than willing to help with the model conversion if you need extra hands. <img src="http://

137 Replies 221,531 Views

Awesome news. Eve was the first type of mod I wanted to do for Sins way back before we had all the modding tools. I could never get into the EVE gameplay but always thought the ships and concept were really cool.

137 Replies 221,531 Views

Lets say right now you had a great deal of money, resources, and the time to develop your own game. What would you create? 5 years ago I would have wanted to make a really fun, great looking WW2 RTS. Since then, the market seems almost flooded with them. My ideal game to make right now would be a cross between Nexus: The Jupiter Incident, Freelancer, and X3. Focus is on fun tactical real time battles similar to Nexus but also on character/ship progression in an open ended

7 Replies 39,643 Views

[/quote][quote who="Darvin3" reply="27" id="2497180"] 1) Culture does not extend into and beyond allied sectors no matter how strong your culture is. Culture works the same as it does now with adjacent non-allied sectors. It already works this way. Allied cultures interfere with each other. 2) Military passage through allied sectors is the highest achievement available only to those long term friends, possibly the last in the line of diplomacy tech

62 Replies 95,530 Views

Alliances and reasons for back stabbing are a tricky thing it seems. Lets break down the advantages and disadvantages: The current alliance benefits as I see them: 1) Safe passage through allied controled sectors. 2) A buffer zone between enemies. 3) Military and economic bonuses by means of pacts. Race specific pacts make some alliances more beneficial than others. 4) Military aid by means of harasment, distractions, and in some cases weakening or comp

62 Replies 95,530 Views

[quote who="52500" reply="14" id="2453960"]Another note: WHen the embassy is created... there was nothing to show that it had been. No little icon in the data card, or symbol or anything. Auto cast didnt even turn grey or have the traditional yellow border that colonize gets.[/quote] I thought I saw something at the bottom of the info card that appears when the planet is selected. It was at the very bottom and said Embassies Created with a list of players under it, if I

49 Replies 112,871 Views

So those that have it, how is the beta so far? I checked my email at work just a little while ago and noticed they attempted to charge my account. Unfortunately it was an old credit card which has since expired so it didn't go thru :(. I resubmitted the order but I'm assuming they won't try it again today.

18 Replies 15,413 Views

I don't have children so I am not going to pretend I wouldn't be concerned if I did, but I suppose it is just people being protective of their kids. Levels of maturity vary greatly so one rating isn't the same for all. If there was a solution that would please everyone, i am sure they would have figured it out already.

47 Replies 89,401 Views

It is a shame that it is not feasible in Sins the way it stands now. I thought the same thing looking at the different sizes. Then I used the resize model tool floating around the mod forum and ended up going back to almost the same dimensions they are now. If you increase the planet & sun size dramitically, you have to also increase the gravity wells. Then it takes way too long to get from one side of the planet to the other. This dramatically reduces the effectiveness of defenses. It al

55 Replies 69,991 Views

They should get a defensive bonus and abilities that boost the entire fleet. I've done something similar with my own modding. You can't per say designate a flagship but you can call in one of five admirals or command ships that have slightly higher cap defensive stats but more fleet boosting abilities. For example one of the them has increased sheild regen for all ships in a large radius in place of a more offensive ability that only the capital ship could use before.

10 Replies 5,050 Views

In my personal non-released mod animatter is not generated. You have to build supply centers which have a radius for antimatter regen all ships around it. I also have supply ships which you can add to your fleet that will also transfer antimatter supplies. It does bring a whole new level to the game. You have to be careful and make sure you are supplied before commiting an attack. The problem i encountered was this really messed up the AI effectiveness. Supplyin

16 Replies 6,494 Views

Ya, they usually have better computer generated visuals. The space ship stuff was lacking. Then again, its not a movie. Anyways it was an interesting watch. I hope i'm not living if there ever is a war with lasers. No protection against it and your dead before you see the flash of light.

7 Replies 18,354 Views

For those that like this sorta thing, the History Channel show The Universe is having an episode tomorrow night on space wars where physicists discuss how fighting in space would actually play out. It's a pretty interesting program. http://www.history.com/content/universe/upcoming-episodes

7 Replies 18,354 Views