Actually, yeah. The Leviathan, like the Wyrm elite battleship, is a 2nd generation genome creation, meaning that its bioform is completely engineered to fit the role, instead of the 1st generation where existing biological entities were engineered into starship cores. In addition to that, it is composed of five separate bioforms, which share a hive conciousness. All ship systems are reiterated five times, which is one reason why the Leviathan is so notoriously difficult to destroy. On
ManSh00ter
That's strange. I don't usually have a problem with normal maps, but if you are using very subtle detailing, then it may be lost... I think because of the way mip-mapping is used in the engine. As soon as you move away from the ship even a small distance, mip-mapping kicks in and obscures the finer bump mapping and texture detail.
As far as I know, dtx5 compression makes a really lousy job with normal maps, and one way to get around that is to copy the red channel to alpha and tweak the shader to use that - apparently you get improved results with less chunky normal maps. Also, if you are using Photoshop, DO NOT use NVidia's plugins to compress your .dds textures. Use DDS converter 2 instead - its faster and does a better job. And it can wo
Mr_Blunt3d, yes, of course. This was just a quick test shot to show the size of the Titan ingame. :)
A couple of ingame shots of the Leviathan, for comparison. Note that the Last Stand will feature planets roughly three times the vanilla size present on the first image. <img src="http://img38.imageshack.us/img38/3268/leviathan2w.t
Kipples, thanks. :) Vp21ct, the Titans will be indeed very hard to stop, but a well rounded large fleet should be able to at least drive one away. They represent a significant investment of time and resources and are comparatively powerful. But there are drawbacks. A titan requires so many fleet capacity slots that having one means you will need to downgrade the total number of your ships by a large margin. Basically, you can have two large fleets, or one large fleet and a tit
You need to upload your images to an online server before you can link them for other people to see. I think you just copy pasted your image address on the hard drive? Check out Imageshack , there are lots of other free image hosting options too!
If the sections of a model suddenly jump from very bright to completely dark, with sharp angles and transitions between light and shadow, you haven't properly set tangents to your model.
Yeah, if you got issues with minidumps caused by the volumetric mod, delete the Pipeline Effect folder from the mod. Still not exactly sure what causes some people to experience these minidumps.
Superfleet, Episode I only will have versions both for Entrenchment and vanilla SoASE. Episodes II and III will require Entrenchment to be installed.
Hehe yeah... if its literature you want, you already have a pile of it. :)
Enemy ships can escape during that time period, however the Xin have access to a specialized utility Spider Cruiser, which can render phase drives unusable in a large radius, so with those in tow the Leviathan can easily trap enemy fleets and prevent them from escaping. Also keep in mind that the secondary shockwaves will start happening allmost immediately, and those can do a lot of damage on their own as well. Whether the weapon will do planetary damage remains to be determi
Yeah, I think all my mods are going to be updated for 1.03 during the week, so check the threads out to pick up the new versions as soon as they're ready!
Hello everyone! Its been a while since the last update, and while its not necessary to go into details, lets just say that I have experienced some technical difficulties which considerably slowed down my work on the mod. But, all this is about to change as the Episode I slowly draws to final stages of production! Soon you will be fighting desperate battles against the encroaching Xin, or wreaking havoc across the galaxy while doing your best evil laugh imitation (optional)!
Not sure I understand. Are you saying that ST: SoA2 has a better dynamic flight model, or that you have ST: SoA installed and its ships are not behaving properly? I can only guarantee intended behaviour with vanilla units supplied with the mod.
Excellent, thanks for the info! *goes back to work* P.S. I knew something like this would happen. :p
I'm making a separate thread because I feel this issue needs to stand out a bit. Fact is, our forge tools, particularly the developer exe, are badly out of date and unusable. This presents us modders with an uphill and sometimes impossible battle while creating new content. For example, I need to start balancing various units in my mod - without the developer exe and the ability to spawn ships at will, this taks is virtually impossible to do in any reasonable time frame. Yes,
Jeebus, no mod team, just me. ;) Since the dynamic battle system is meant to be more of a mini-mod, there won't be any merging done with other mods - instead, I envisioned that other mods can freely merge this one in! So bug your favourite mod teams to include this little puppy. ;) Also, the Last Stand mod will feature several improvements to the game in addition to dynamic battles, such as new planets, so you might want to check it out when its released. To answer your questi
Ship-specific debris is still a "maybe" for the volumetric mini-mod, pending research on how many explosion entries can there be. Explosion splash damage - to be honest I'd like to limit that to specialized "kamikaze" ships which will be part of the Remnant strategy. The reason being is that the new dynamic combat system makes it hard for you to control where your ships are at every moment and also makes the ships fight at relatively closer ranges than vanilla (so called "furball effect"), so
Actually, there is a general formula I use, with some tweaks. The thing with new ships is that unless they are based on a similar formula (for example, 25% stronger weapons than vanilla average across the board), you need to playtest them to see if the dynamic behaviour doesn't upset the balance too much. But I'll dig around my files and post the formula so that people can "compare notes" without reaching for the calculator. Good idea. :) Just_Jim, glad you like it! :)
The mod will be Entrenchment compatible, and likely only the first episode will have a non-Entrenchment version released. That said, there won't be any Titans for the vanilla races, simply because they have orbital superweapons and the new races don't.
Really tired now so I'll just be short: yeah, as Mooster said. The Dynamic mod works only with vanilla ships, any new units/factions need to have their .entity files tweaked in accord with the mod in order to get a balanced and working system.
Own fiction 100%. There may be similarities in names and such. Hegemony, for example, is a prominent culture in the Hyperion book series. Clans Remnant being in Mechwarrior I had no idea about. If you want something else, you can also call them the Legion Alliance or even Nomad Fleet. They won't mind. ;) Xin: a race of intelligent cephalopods ranging up to 9 meters in length. Their ships are semi-organic, semi-sentient and filled with water to sustain the Xin. Clans Remnant: a
Hyomoto, thanks for the input! When colony ship speed is concerned, I tried to make up for the very annoying (and tactically unrealistic) fact that you can insta-colonize in this game and there is nothing anyone can do about that. Colonization of a planet is, or should be, a channelled thing, where a ship needs to actually "build up" the initial settlement before it goes into action. Now, if colonization were a regular ability, it would have been a simple matter to simply add so
Well yeah, the increased speed and toughness of ships are the main reason why your battles take longer. I actually noticed that in my flight model battles tend to be more violent as ships are way less durable to damage. That's why I had to tweak some of the debris counts, because there were too many ships exploding at once during very large fleet battles.