Legal issues aside, finishing a project is a simple matter of perseverance. I do not believe talented modders should necessarily abandon their own ideas and projects in favor of helping out with already existing mods for the sake of enhancing quality of said mods. I know plenty of single-man projects which exceeded, both in quality and inventiveness, stuff made by large teams. Oblivion mods are a fine example. That said, it is to be expected to see a lot of "hey, let's make a _insert-fr
ManSh00ter
Hopefully. ;) In fact, I am experimenting with a new texture styling which should emphasize the alien building techniques of the Xin. The new style cuts severely on the "layered plating" style and relies heavily on the hexagonal and "stained glass" plating, which is at the same time more irregular and still synthetic enough... the result is a nice blend between the organic shape of the ships and the inorganic materials used for their building. Also added dents, scratches and smudges
By the way, couldn't resist mentioning this... "modded" Mass Effect so that the bodies stay forever now. Nyeh, nyeh, nyeh. :p And their official forum devs or whatnot have no clue what they're talking about. Corpses have no clipping so that lame argument about "corpses blocking up doors" is completely bogus. Anyway... khm. Back to work. Yes.
JKE J, hey, who says you are not right and not I? What do I know, they're aliens. :p David, maaaybe. But that is sort of on the bottom of the list. Once I wrap up the first edition, and there's a LOT of work yet to be done (finishing up the last cruiser and will now start working on the first capital ship), then I may play with purely cosmetic stuff like that. Though personally, I'd love to put something like that in.
[link="https://forums.sinsofasolarempire.com/177648"]The Last Stand[/link] mod will feature space stations similar to what you describe. However, some of the stuff you mentioned might not be doable right now. For example, unless I am mistaken, the constraint system used by the game relies not on the actual number of units or buildings built, but on the amount of slots they take. So since an orbital superweapon takes up 18 slots, and any planet has max 35 slots for tactical structures, it is
Yeh, Terazziel is right. Wasn't paying enough attention to the OP. Bill, 1.05 has no problem running mods. That said, your issue sounds strange... this happens with any mod or just one particular?
Yeah, Blizzard no likey nasty modders. :p
Have you patched your game? Release version has no mod support.
Considering Blizzard slapped down development teams for just having a similar name to their projects (FreeCraft), I somehow doubt they are very open to this kind of stuff. Someone might make a better game than theirs and they'd be zorked. They'd probably have to sell their second Ferrari or something!
Yeah... I figure, if alien radio (or whatever they use) had clicks, that would be it. :p
#301 sound got scrapped. #309 and #320 posts have new sounds, and it doesn't really matter anymore what is being said since I decided to go full tilt with the alien language. Now you can *really* wonder what sort of creature can make those sounds! ;) As to answer your questions: 1. Not right now. I find Uzii's work on textures is pretty good, so that's very low on the list for the mod. 2. Of course. In fact, since I plan to have three separate releases each covering on
Your best bet is to, if you have 3DMax, use the unofficial import/export script available through these forums to export the mesh of a planet, resize it and then import it back. This should save all relevant texture mapping data. Making a new mesh and mapping it has some issues (the textures get messed up, you end up with a softly glowing indistinguishable blue surface on the planet).
It's five minutes of work for me, so: [link="http://www.mediafire.com/?w9jxsbpumdo"]Affirmative 1[/link] [link="http://www.mediafire.com/?xd5v0bmey4x"]Affirmative 2[/link] [link="http://www.mediafire.com/?dx8nufzkzy2"]Affirmative 3[/link] [link="http://www.mediafire.com/?da1hmdsjy1z"]Inquisitive[/link] [link="http://www.mediafire.com/?1mwjzxmoyxc"]Aggressive[/link] .wav format so you should be able to open them with anything. Anyway, I hardly think I can get any
Thanks Asiriya, doing my best. :) And yeah, those are throat clicks. Spent most of one morning growling, clicking and squealing into the mike for that. :p And I am satisfied with how the end result turned out... considering I am using a 5$ microphone and a free (but very nice) audio mixer. David2150, some Xin ships will have an auto-regenerative capability, but not all. Also, the defense stats will be slanted to shields, with the exception of capitals which will be balanced in shields a
I had to modify z3rox's release... he also had a buggy cruiser for the Zarn Consortium, one of those CIS ships... anyway, had heavy turbolasers in slots which were supposed to have point defense lasers... so imagine a turbolaser with a point defense firing rate. No wonder Consortium always spammed those and pwned everything with them. Was much better once I neutered *that*. :)
Rock, paper, scissors is probably the most boring tactical model possible for a RTS. It requires symmetric sides and little to no deviation in unit roles counter-roles. Hell, with Sins you could even make the Alliance rely on just a few planets for shipyards while siphoning most of its resources from enemy worlds... talk about a true guerilla faction. Though it would be quite a bold maneuver to design a faction thus. And unfortunately I don't think the AI would exactly shake hands
Thanks for the info Burntstrobe, but I feel like I squeezed EAW and FOC for all they were worth. When I was finished with downloading mods and then extensively tweaking them, my game had practically every Star Wars unit available, even the Yuuzhan Vong (who got pasted by the Alliance somehow even though I had trouble taking out their friggin fighters). Every unit scaled. Every weapon adjusted. Shields and armor adjusted. Whof. But the AI sucks, seriously. After defending Kuat with half the numbe
Couldn't you tie the ship spawn ability to a sequenced buff where the initial action simply calls for a particle effect designed to mask the spawning of a ship (and provide a delay)? Something akin to shell spawning for orbital cannons (superweapons) where you would replace the buffInstantActionType "CreateCannonShell" with "CreateFrigate" and of course, change the rst of the code as needed.
Here are a few samples using a new template: [link="http://www.mediafire.com/?zlyd4ftmbst"]Affirmative 1[/link] [link="http://www.mediafire.com/?wfjznttjzsy"]Affirmative 2[/link] [link="http://www.mediafire.com/?uxz42zegc9m"]Inquisitive[/link] [link="http://www.mediafire.com/?oterrtzzjfy"]Aggressive[/link] If you can't open the files, you need the .ogg codec which you can get from [link="http://www.vorbis.com/"]this site[/link].
I think Parrot needs to find his zen. Much anger there. Leads to dark side. I happen to love the 40+ unit count in EAW... why? Well, because I am a RTS fan *and* a roleplayer *and* I actually like everything Star Wars, including the Expanded Universe and even Jar Jar Binks provided I can shoot him... plus, when I play Empire I always garrison the Rim systems with older, less effective ships. Shiny ISD's are reserved for important Core worlds you know. So you see, it is a matter
As was said - make the mod yourself. Or if you can't or won't bother, at least respect the time and effort that goes into making a mod. Even if it isn't something you like.
Yes, very much so. Basically, if you get the inflection right, so that the player can discern affirmative, negative, aggresive and inquisitive audio cues (something like R2D2 from Star Wars), then actual words are not really needed.
Hmm... yes, I think I might try something along those lines. Drop the reverberation (robot thing) and add some more throaty warbling... might just work. And if get the inflection right, it really does not matter what is being said... as LinkesAuge said, it might actually be more immersive to have aliens speak Alien. ;) Suggestions still welcome, I'll post the new results when they are ready.
Nice work, Lost_WLd. Keep it up! :CONGRAT:
Time for little criticism on the part of the willing; I need feedback for sound design. [link="http://www.mediafire.com/?az0rwj99w1b"]Here[/link] you can find a test sample I've mixed together for the generic Xin cruiser affirmative response. What I am interested in is: -can you understand what is being said -does it feel like a big bad alien talking (too deep, not deep enough, other suggestions) -likes and dislikes I am asking because it will help me determine