[quote]Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do th
DANMAN3712
[quote]Well, in the nest BETA the TCA will have something like the UNSC's SMAC in that it is an uber-powerful, uber-expensive defense.You've piqued my interest, makes me want to play as them. Also I can't wait to test out their new Titan [/quote] Yeah, the TCA's defenses rock. It it like the autocannon turrets, but on crack. And they fire huge slugs of hot metal, with devestating results... DANMAN
Kryo, 7 DEADLY SINS blog has been started there. Hearing this news, I will be on top of it with the updating. Thank you for providing this to the modders! DANMAN
[quote]Dragoaskani, you should get 1.3d I'm keeping 1.05 until 7DS 2.0 Final works on the new release.I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep.I had it. I just didn't care for the race mods personally. Though I did Love everythign else about it. So I kept playing sins plus since I didnt know how to remove the extra races from my game (they messed up my random enemy 130 star maps...) But now I am running the Beta and since
[quote]It has to be something incedably simple I'm missing.As I said, if I paste the gate research code into the shield generator file names, it seems to work, but not when I add new research. So something is missing that ties research to the display screen. Something beyond listing it in playertech.Anyone ?[/quote] Apricotslice, I'll see if I can help you here. Here is the short, short version of how to create a new research and have it appear in the research screen: Copy
EvilleJedi, If you need help with getting your models into the game, don't hesitate to ask me. I would be glad to help out. DANMAN
[quote]KitKun, I'll post them if Danman gives the ok. Dragoaskani, you should get 1.3d I'm keeping 1.05 until 7DS 2.0 Final works on the new release.I think to get rid of races, you'll need to delete files but I'm not the one to say what to delete and what to keep.As for the GalaxyScenarioDef file, you'll need to delete only a few things and make proper # adjustments to the X count entries. You might also have to cut entire chunks out, but don't worry... I won't cry too much, honest. I'm using
Ok, hands down, I want this. This would be perfect for making simple ships. One question though. Can these be read and imported into 3D MAX? DANMAN
UPDATE on 2.0 BETA "D": Most of my new races all have custom race pics, ship names, and empire names as well for when the AI controls them, and they also have more unique abilities and researches to make them truely unique from the vanilla races. The Empire is still in development, but I managed to fix the shield mitigation for ALL the ships now, and I am working on the Golan III at this moment. The Atlantians are undergoing a complete transformation, and will VERY dif
[quote]Down loaded this Mod the other day and I got to say seem to be a great mod all the new stuff makes it like playing a new game. took me some times to figure out how to colonize using the ROGUE RACE but one I did expanding came naturally.I have not played the other races yet to see what they have but from what I have taken the time to read I can't wait to try them. I am really liking the mod and have already started to tell all my friends about it....... This is a great mod!!!! Makes me mis
[quote]Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do th
[quote]Has anybody suggested the idea of a mobile construction/factory ship? A gigantic ship (1-2 times the size of a kol), taking up 2-3 cap points, having a 4000 health and around 2-3000 shields. You could move it anywhere, and it will build frigates (and possibly carriers). This would allow large spread out fleets to rebuild immediately after a defeat, rather than return to the production planet, which can sometimes be a galaxy away. It'd be slow and costly of course, for balance; but I do th
Yes, lower the planet detail, that will hugely improve your game, and prevent the minidumps. StarBases....I am all for them. I will be adding them later on, but most likely not in the 2.0 release, unless I can get my hands on some station models quickly. I may however, improvise by using the Cap ship or Frigate factory models, and then go from there. If I have the time, I will come up with models on my own. DANMAN
[quote]No, all ships benefit from the gates.The Jumpers are meant to be small, short distance vessels though. They are essentially the same as strikecraft but with a few extra abilities strikecraft cannot have. They're cheap (for Ancient ships), fast to build and pack a decent wallop but they are basically limitted to one planet unless you have gates (or can wait a long time for them to travel between planets without).They should definitely be able to stop a rush against an ancient player but ar
Gurkoz, 7 DEADLY SINS 2.0 is coming along great. We are currently in BETA "C", with a final BETA "D" coming soon, then the final release of the 2.0 version. After that, work will begin on 3.0 version. If you are working on a music mod too, I would love to include that in to! My team so far love the new sound effects you have created, and are nicknaming your mod "The Sound version of Bailknight's grapihcs". When my parter SpardaSon21 recommended your mod, I knew I had to che
Gurkos, Thank you so much for making this. Also, as you stated, merging it with my mod was very easy to do. It is currently in the 7 DEADLY SINS 2.0 BETA "C", and everyone on my team has recommended you, and all who are playing are loving your new sounds. Congrats! DANMAN
Cobrattack, and all others with "slower" machines: FEAR NOT! When 7 DEADLY SINS 2.0 is released, I will be releasing a full version, as well as a version with toned down graphics and effects, optimizing it for older machines and smaller graphics cards. I will try to make it playable by everyone, as I want all to enjoy the mod. Stewy, they jumped from 1.05 (current version) to 1.09 (BETA version). Thanks Kitkun. DANMAN
Thank you Kitkun for your expertise in helping out with the questions. DANMAN
UPDATE: 7 DEADLY SINS 2.0 BETA "C" is out! All Partners, Mod Developers, and Playtesters, please download and test. Please post comments in the BETA thread, so that I can ready them carefully and hear everyone. Thank you all for your support. [quote]Where do I extract the RAR to?[/quote] Make sure you have updated Sins to 1.05, then go to options, mods, and show mod path. This is where the mod file must be placed. Be sure to turn your "hidden" files on, or you wil
[quote]I've unzipped and placed the folder in the mods directory of sins. The folder appears in the mods menu in-game and i have already activated it, but after a good 20 minutes of play, i notice no change. Neither did I see where to pick the option for the other race. Am i missing something?[/quote] Did you actually UNZIP the file, or did you place the zipped folder in the mod folder. Make sure you unzip it first. [quote]Odd... I could swear that new ship looks a hell of a l
It does not work, as no mods work with 1.09 BETA yet. We still need the tools to update, which Ironclad is currently working on for us. Good to see you are still around Wld. Is there any way I can get those TEC graphics from you sooner rather than later? They would make a great addition to the new TCA faction of 7DS. Can't wait to see your effects in action. Hopefully you didn't lose everything, I really loved the Revelation's Siege attack... DANMAN
Greetings all, To answer everyone's question about updating 7 DEADLY SINS to 1.1, it is not possible at this time. BETA 1.1 has all new information in the files, which we modders do not have access of yet, but that is coming soon we are told. When the full 1.1 comes out, rest assured I will support Ironclad by also updating to 1.1, but for now the mod remains only stable within 1.05. If you installed 1.1, and want to play 7DS again, you need to uninstall Sins, plus delete any BETA
[quote]None of us can wait, but we all have to unless we want a crappy, poorly balanced Xin Hegemony. And NONE of us want that.Besides, ManSh00ter probably needs to refine his Xin Titans a little bit more to make them the most epic ships ever.And, he needs to make a few more videos for our viewing pleasure. If he makes a new video, he will be able to make a fortune selling us poor fans drool buckets.[/quote] I second that. The video is beyond amazing, and hopefully the mod will be as w
You still around WLD? DANMAN
I am downloadin this now. Can't wait to try it out. DANMAN