If the Vasari can build and maintain a research lab anywhere near a quasar, I don't think they have anything to fear. A race that can pull that off wouldn't have any trouble with some space apes running about in converted cargo ships either... :)
ManSh00ter
Ah well, since we're throwing ideas around, here is mine: Great Pangalactic War Timeline Its a PDF document I wrote some time ago as a backstory for my mod. It doesn't involve the
The process is called UV mapping (or UV unwrapping sometimes) and is not that easy to explain, but here are a few outline steps: 1. Select your model. 2. Get->Property->Texture Projection->XY,YZ,XZ (any one of these, doesn't matter) 3. Select polygons on your model which you wish to UV map 4. Open the textureeditor, (Alt+7) 5. Choose a subprojection type (planar, cylindrical, spherical etc.) which suits your polygon selection best <p
Anyway, the reason Galactica survived a space battle is because movies are magic! :) In a *real* space battle, they would've hit that hulking behemoth from across the solar system with a X-Large laser beam or a mass driver projectile. You wouldn't even see the attacker. And the fight would be over in about ten seconds. Not very fun to watch, is it. :p For a great depiction of what a sci-fi battle would look like if it were based on realism and not on big explosions (th
I would be more worried about the EMP blast frying every computer onboard than the nuke actually blowing the ship up. Maybe that, and giving the crew a radiation bath, especially because there's no athmosphere to attenuate the gamma rays. Not that it would matter in a direct hit. More on the effects of nuclear explosions in space directly from the eggheads . ;)
Ravenholme, the orbital defenses still can pose a threat to frigates, especially when they get adjusted in damage for the next version. However, any kind of a static defense should not be able to repel a mobile force on its own. Static defenses have a simple purpose of tying up enemy forces and preventing them from advancing or achieving their strategic goals until a mobile force can be deployed to destroy the attackers. That said, I envision static defenses as precisely that - powerf
Its not just that. Dev exe is handy for setting up specific test enviornment. For example, I fnd myself unable to quickly test out large fleet battles because there is no way to custom spawn you AND enemy ships in the same grav well without the dev console. The issues such as on-the-fly loading of files can be circumvented, but the dev console gives you so much flexibility for testing out your mods that it simply cannot be "faked".
What about the AI? The new features sound great, but how will you make the AI use the new system, for example refill the troopships for another invasion attempt, or perform strategically at all considering the changes to the way fleet buildup is handled? Considering the SoaSE Ai is notoriously difficult to adjust, will DoW be more oriented towards multiplayer gaming, or will we be able to enjoy battles against a computer opponent as well?
Ah, sorry about that, it's actually 30 seconds, not fifteen. :) Anyway, I can play with that too to see if I can get an improvement. The goal is to enhance the explosion and the "viceral" effect of battles, so you have to have a minimum ammount of time to allow the chunks to fly about.
Hey, its a geek robot ship with a bunch of techie nerds for a crew. Don't expect a manly "I-have-a-big-battleship-and-I-know-it" kind of voice. For one, I can't stand Advent voices. Half of them sound to me like Winona Ryder for some reason and that just kills my drive to conquer anything with 'em!
Hoho, I didn't know that the Vortex sucked up *any* floating mesh, I though it sucked up only debris (fragments are not spawned as debris, but through a particle emitter). And yeah, I can do something about it, like nerf the healing amount per chunk of debris! But I need to wait for the dev version of Entrenchment 1.02 until I can properly test it out. Thanks for the info though. Dissapearing effects remains an occasional problem - thing is I haven't yet optimized all of the B
Yeah, that's the price one has to pay for the visual carnage. I will continue to optimize the mod, of course, but a slowdown when a large number of ships is destroyed in a small window of time is more or less unavoidable unless you got a really powerful system. In that regard, do use the latest version of the mod because I reduced the ammount of polygons rendered for the fragments by allmost 50% per explosion, so it should definitely help. I am very interested to hear how it performs
[quote who="icen9ne" reply="20" id="2116665"] I'm confused which way is up and down on that Wyrm. [/quote] Yesss! Can't call it an alien ship if it doesn't confuse people as to which end is which. ;) The left picture is from the front, you can see its "maw" where most of its plasmid launchers will be located as well as the unifocal electron particle beam and the singularity projector cannon. The bulges on the side of the front section hold three point-defense plasma
That's the original capital ship explosion, the newer version has two other types added - however I have noticed that the Sins pseudo-random generator seems to strongly prefer some types of entries over others. In other words, with three explosion types to choose from, it rarely chooses the one you pointed out. But it does happen. You just need to blow up enough capital ships and you'll see it - eventually. :) Btw. I also play on highest everything and it shows up just fine, only rare
The vertebrae actually serve as energy capacitor/discharge modules for the power-data transferrence highway linking the forward and aft sections of the ship. The ammount of energy passing through the central conduit is so large it makes the link incandescent and the magnetic fields caused are so strong they hold not only the modules in place, but also the gigantic protective side armor plates and shield projectors which are linked with the modules, but not with the rest of the ship.
Ah, but, instead you get to play with this: Check out my mad drawing skillz: <a href="http://img147.imageshack.us/my.php?
Somebody give that man some dried frog pills! :p No Dyson spheres in the mod. The damn things are fugly. And they don't work. ;) But when you see the Xin Capital Uplink ice9ne, I think your thirst for megalithic structures will be fulfilled.
Mediafire is relatively good, if you plan on hosting files less than 100Mb in size. I use it for most of my downloads.
Here are a couple of mods I made, both updated for the latest version of Entrenchment: Volumetric Explosions & Damage Effects - creates voluminous explosions with a more "visceral" ship fragmentation. Dynamic Battle System - transforms fleet engagements from static to dynamic affairs, where most of the ships maneuver all the time, and all the interesting side effects that entails. More info in the mod threads.
Not as such. I kept the corpses very low poly, but for now I wanted to minimize the performance impact so the corpses dissappear after a while. They are linked to the fragmentation system, so when those explosion fragments go away, so do the bodies. I do plan on linking the models to debris, because tests have shown that the performance impact would negligible, if any at all. So yeah, you'll have that space graveyard feel. ;)
For my huge project, the Last Stand, which will likely be at least 200Mb in size, I am looking into making a self-installer, just to avoid the installation support. :p I will do my best to use the highest possible compression method however. But yeah, 7zip isn't so widely used as rar or zip, so that's the reason most people choose to pack their mods using these two.
If they were truescaled, you wouldn't be able to see them, or rather, they would look like dots. The current size is pretty much an optimum compromise between size and visibility. Future versions *may* see them scaled back, depending on player input (so far more people like them than not) and will be available as optional add-ons, so if you find them immersion-busting, you will be able to leave them out. Also, for the Last Stand, the only time corpses will spawn will be at shi
Well, in any case, the Volumetric mod does not alter anything related to torpedo ships. Not even effects since I haven't had time to make new ones, that's for the next version.
I don't see how, since it would be a purely visual mod.
That's strange. And it shouldn't happen, as the mod does not touch any ship .entity files. I'll do some testing ASAP and see if I can duplicate this. On a side note, version 1.2 will have an updated and optimized version of Bailknight's Effects mod as well as a whole palette of new destruction sounds (for example, instead of two explosion sounds for frigates and cruisers and two for capitals, there will be a total of six for smaller ships and four for capitals) with far more detail an