DANMAN3712

DANMAN3712

Joined Member # 3038393
1 Posts 29 Replies 32,484 Reputation

[quote]No problem. You might also want to try the new Unity and Dark Fleet as well. I just finished the Unity's own TITAN class ship....the Tempest Cruiser. It is a super carrier, and sports 8 squadrans of strike craft. It is devasting when used correctly. Just be sure to protect it.The Dark are also getting some new toys....DANMANSo DANMAN, you want me to do some shield penetrating beams for the Unity? Or would that be too powerful?Oh, and I forgot to mention something I added in for the TCA. T

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UPDATE: Here is the new Tempest Cruiser INGAME. You can see its size compared against a Radiance Battlecruiser: [img]http://i255.photobucket.com/albums/hh126/danman3712/TempestCruisercompareshot2.jpg[/img] [img]http://i255.photobucket.com/albums/hh126/danman3712/TempestCruisercompare1.jpg[/img] These are the Squadrans of the Tempest Cruiser: [img]http://i255.photobucket.com/albums/hh126/danman3712/TempestSquadrans.jpg[/img] Enjoy! DANMAN

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[quote]You guys should post some screenshots of TCA (and maybe Unity and Dark fleet too) So the TCA, Unity and Dark fleet are a military branch of vannila races? DOes it meand that in 7sins story the vannila race become auxilary forces (like USA national guard) ?[/quote] Yes, you can look at it lke that. The fact is, these factions were created out of need, as the original races were quickly being overwhemed by the new, more powerful races that are being discovered. The TEC, Advent, a

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[quote]Dan's been saying the third version of the beta will be out fairly soon. Sooo....when we think it's balanced and good looking . I'd hope for 3 weeks or so, but only Dan has anything close to a true estimate.Well, my close estimate is the next few days. I will then begin the major changes I am making, for the next release.So, about another day or so, depending on how much time I have to dedicate to the mod.DANMANNice. I cant wait for at least the next beta release. Im itching to try the re

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[quote]Hey peeps, just a bit more info.1) For those of you confused about the texture channel switching, it wasn't completely arbitrary. The channel switching bought us a little more free memory, and improved the visuals for the average user. 2) GalaxyScenarioDef file has no limits that I'm aware of. There certainly isn't a KB limit. The number of items and planet types should be theoretically infinite. It's much easier to have no limits in this area because speed/memory/

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[quote]Dan's been saying the third version of the beta will be out fairly soon. Sooo....when we think it's balanced and good looking . I'd hope for 3 weeks or so, but only Dan has anything close to a true estimate.[/quote] Well, my close estimate is the next few days. I will then begin the major changes I am making, for the next release. So, about another day or so, depending on how much time I have to dedicate to the mod. DANMAN

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[quote]And no offense, but the Protoss seem to fairly low on DANMAN's list as a potential race. Ultimately, all decisions are up to him, and he isn't a big Starcraft fan. He's got more than enough to deal with with the Star Control stuff, Master Of Orion stuff, as well as finishing the UNSC from the Halo mod for 2.0 FINAL. DANMAN also wants to add the Stargate races in, as well as the Freespace factions as well, and possibly the Hiigarans/Vagyr from Homeworld 2. Basically, he has a LOT to deal w

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I would like to thank Psuagar for personally coming and posting here. It is good to see that the developers are indeed listening, and that there seems to be light on the horizon with either 1.1 or a new expansion pack, in which perhaps an engine re-write may be in the works to better cater to out needs. I would also like to thank everyone else, especially Major Stress, Annatar, and members of my team coming here to voice their opinions and give all us modders support. Hopefully, as I

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[quote]That's great news! We still need the other limits to be fixed, but at least the most important one hasn't been reached.[/quote] Yes! Thank you gihren for your support. It was really nice to see the team, and other modders, come together for this common cause. Thank you all for the support!!! DANMAN

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Just an FYI for all those who have been paying attention: I have managed to fix the String file on my own. Took me hours, but it is now up and running. I have 5786 entries, 40 more than when it was dumping! As such, the 2.0 BETA "C" will now be released as PLANNED!!!! Thank you to all those who supported me in the other thread. The other hardcodes are still there, so lets hope the developers listen... DANMAN

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[quote]So wait, the string file isn't actually capped?[/quote] For now, no. It seems that perhaps my file got corrupted.....somehow. I don't know exactly how. Trust me, I put in over 2 days worth of work trying to make it work, and it failed every time at that limit number. Then, just for kicks, I decided to rebuild the string file from scratch, and it took me about 6 hours to get everything back. I started it up, and to my surprise, it worked. So, as far as I can

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UPDATE: I have good new, and bad news. The good news is that after starting from scratch, and rebuilding my entire ENGLISH STRING file from the ground up, apparently it WORKS! I now have 5786 entries, that is 40 more than my percieved limit, and all seems to be well. The BAD news is that I seemed to have started quite a stir here, and I apologize for that. Hopefully, you will still all be able to use the other limit information that I have provided, as those limits s

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UPDATE: Through all the commotion I have caused, members of my team and I have come up with a temporary solution to the hardcoded string file. We will take it apart! As such, going forward, at least until Ironclad can fix the hardcodes, my team and I will be removing vast amounts of "vanilla" information from the string file, as well as segregating like things into one description. This should buy us about 300 slots or more, which will allo for further expansion of the 7 DEADLY SINS

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[quote]/bump/signedI agree 100% that more freedom for modding should be allowed. For this will only make the game more epic, longer lasting and a more dedicated following.[/quote] Thank you Kreyson. It is great to have you here. Thank you for your support. DANMAN

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[quote]FourAces, Annatar, DANMAN, all of you are right.FourAces: If it is a $50 expansion with same modding potential or 7 Deadly Sins as it is now, my money stays in my wallet. That being said, I certainly hope the inevitable expansion has seriously expanded modding potential so that it and a bigger and better 7 Deadly Sins can peacefully coexist.Annatar: While you certainly are right about FourAces going a bit overboard, the fact is a lot of people on these forums are angry about the very stri

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[quote]They are hopefully busy testing the new turret code [/quote] Hopefully! [quote]yeah i was going to make a really long post about this but it's already been beat into the groundkey points:1. there have already been threads about this and the response has been "no we're not forgetting about the modders blablabla" and yet we still don't have the slightest of clarifications about what the difference between the "beta tools" and the "final tools" are much less any

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Kryo, See if you can help me out here. You seem to be one developer that is easier to get a hold of, and one who listens to us: https://forums.sinsofasolarempire.com/320215/page/3/#1825967 [link="https://forums.sinsofasolarempire.com/320215/page/3/#1825967"]WWW Link[/link] DANMAN

108 Replies 181,449 Views

Mr. Andrew, Please check this out about the modding hardcode limits, It may be of interest to you: https://forums.sinsofasolarempire.com/320215/page/3/#1825967 [link="https://forums.sinsofasolarempire.com/320215/page/3/#1825967"]WWW Link[/link] DANMAN

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Thank you all once again for your support. And yes, thinking optimistically, I hope that the developers are either too busy working on this to respond or are away on holiday. I sent them emails last week that I am still waiting for a response on. Also, in order to proceed with my mod, I think we mave have to resort to taking out a lot of "vanilla" stuff in order to make room. This is a bandaid fix for now, and I will soon enough reach the limit again. So, the hard codes still need to be eit

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[quote]You wanna know what sucks about the string limit? I made the string that broke the game. DANMAN tried to merge it in and CRASH went the game. Sorry DANMAN.[/quote] Not a problem my friend! It wasn't you, it was the game. After removing your string, and putting in my own, the game still did the same thing. It crashed. Thanks for all the support that you have given me Sparda. I will be counting on you in the future as well. DANMAN

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Thank you for voiceing your opinion, and for supporting me and the mod. I will continue to mod, just as always, although my direction has changed. I will still try to get the 2.0 done as soon as I can, and the new BETA "C" should be out soon, just a bit different than I wanted. I thank you for all those supporting me on the new thread asking for help. DANMAN

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To everyone: I want to thank you for ALL your support here. I was hoping for this kind of response, and I am glad you are all behind me. I know there are different opinions sometimes between us, but I think you will all agree that we need the limits changed or removed, especially the String file limit. This is what broke my mod. Everything else is just a pain, but putting a limit on the actual number of new items, entities and such is just wrong. I certaintly hope SOMEONE from Ironclad

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DEC42, Check this out. I detail all the hardcode limits that I know, and that I am "stuck: until they change: https://forums.sinsofasolarempire.com/320215/page/1/#1825201 [link="https://forums.sinsofasolarempire.com/320215/page/1/#1825201"]WWW Link[/link] This effects you too obviously. DANMAN

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