[quote]Danman, I really enjoyed playing this mod although i downloaded the 1.3d from the title screen and i was wondering if i had missed some of the updates for the mod. also for the Kur Ah the maruder was only attacking in one derection with one weapon if you could talk to the designer to increase the damage or perhaps give it a couple of side weapons that would be cool.P.S. if there is any updates to the mod could i get you to repost the latest version, or perhaps tell me where to find it. Th
DANMAN3712
[quote]Hi DANMANI'm using 1.4 still and when I unzipped the file it contained the folders which I placed onto the C drive in mods folder. I have used an older version of your mods which showed a list of mods (in game) when I enabled the mods, with this one I can't. Is this because 1.3d is not compatible with SINS version 1.04?[/quote] Yes Jean Luc, you need to update your version of Sins to 1.05, or the mod will not work properly as it is based off of 1.05 files. DANMAN
[quote]DANMAN:Given your response... another addition to the 7 Deadly Sins????I need to quite my job once this mod is released as it is. I am on the road a lot and my laptop simply can't handle the game. GRRRRR.[/quote] If permission is granted to me, it would be an honor to merge this mod with 7 DEADLY SINS once it is released. ALSO, I have SEVERAL models of my own, and if I can help with this project in any way, please do not hesitate to ask. As some people may know, I am a
[quote]Also, the DarkAngel will fire using broadside attacks with all those cannons blazing. It will launch Phase Missle "torpedoes" from it's front launch tubes, and will fire a heavy gauss cannon ability from its main deck guns.Sweet. Thanks. Oh, by the way the Rogues need phase missile research as well because currently I don't think their missiles phase through shields. In vanilla the Vasari's didn't phase either until you did at least one level of phase research. Do the Atlantians have phas
[quote]i need help, this is my first time using mods. i cant your mod to work , so the question is how can i use the mod? (it would be nice to give me step by step instructions). heres what i have done so far:i just downloaded the mod from filefront, and downloaded 7zip (that thing is really fast). i created a seperate folder for it under my c drive. then extracted it using 7zip. then what do i do?the mod looks relly cool. I always knew george bush was as newbie'ish with co
[quote]@ Danman3712 here is the Mod for Master of Orion 3, i had been a member of. It may be contained some good idea for you. Ultima Orion Mod 0,87The contained Leader Mod, would be interesting to you. My teammate S'yandlwir had done it, it's a very good One.If it help you, we would be glad about it.[/quote] Thank you Killy, and my answer is YES! My goal in the beginning of this mod was to bring MOO and Star Control back to life. This will help me with accomplishing that goal. Pleas
UPDATE: New videos up in the main post! Turn up the volume! DANMAN
[quote]Love the mod, mate. Question though, any plans of including Sins of Althaea (sp)? mod? I'm a huge fan of BSG and I think it could add a lot to this mod as well.[/quote] Is this mod done yet? Is so, and permission is given, I say yes! I am also a huge BSG fan. DANMAN
[quote]Great! I can't wait for the release ... hope its soon. One question though. How will version 2.0 of this mod be affected by the new official patch coming out soon? When both the mod patch and official patch are released will I be able to use the mod?[/quote] Most likely not. I will need to update version 2.0, if it is out, or 1.3d, if 2.0 has not been released yet. Whenever Ironclad released a patch or update, all modders have to update their mods, so I will have to also. <
Just an FYI: Thank you all for the complements on the new effects with 2.0 BETA. However.... I cannot take full credit for all the new beautiful visual effects in the new BETA. All the new weapon and explosion effects for the stock races is courtesy of WLD and Bailknight. I only implemented them where I wanted them to go. I only made the new BLACK HOLE, the new NEBULAS, the Kohr-Ah's weapons, and the Atlantian's weapons. I also made several of the new planets, alon
[quote]If you wish to merge Kreysons into Sins Plus here is what you do Make a quick back up copy of the existing mod incase it gets messed up.Should work (worked for me when i used the older versions of sins +) Open up the GAME INFO folder in the Sins ++ mod package. Open up Kreysons Battle wagons mod package, from the GAMEINFO folder copy over All 15 of the CAPITALSHIP_Phase/Tech/PSI folders and the GAMEPLAY folder from Kreysons into Sins ++. While copying over, you will get a pop up, hit the
I think I found the next addition to 7 DEADLY SINS..... DANMAN
I there any way to get more hardcodes removed, like the hardcodes on sound files? I cannot continue with my mod until this occurs. Also, a detailed explaination of what hardcodes are present would be nice too, as this would help in the modding process. DANMAN
Kresyson's Battlewagon mod will be in the full release version of 2.0, as well as the next BETA release. Masakary, I have made you a Playtester. Thanks for signing up. DANMAN
If you mean the NAME, you need to open the STARTUP_LOADSCREEN file in your favorite graphics editor, and then remove the text, and resave it. That should take care of it. DANMAN
THAT would be great! If you just put WLD in from of all the names, that would be perfect. Then I can use your specific effects where I want them in the mod. Thank you for taking the time to do this. DANMAN
Yes, I have tried, and to no avail. Sorry my advice did not work. I hope you get this, because it would be great to have a colored exhaust that does not change. Maybe 1.1 will fix this... DANMAN
[quote]Wait, isn't 13 sounds per empire enough?I mean you can have a "Yes sir!" voice for all the units, 2 event voice overs "Something Good has happened!" and "Something Bad has happened!"And then 10 weapons sounds. MORE than enough!!lolWell, I suppose, but without decent voice acting (No offense to Stardock) variety keeps me sane. Weapon sounds are a must as well.Another thing I would like to ask: Would anyone mind a conversion mod?What I have in plan for this is to change out all the music in
The forum is back up...it had some problems, but all is well now. Keep all the BETA feedbakc coming on the forum. It will make for a better release version! DANMAN
Glad to see you are back. I plan on using the race specific thing too. For example, I would love to use your mod, plus bailknight, plus the solar flair, at the same time, but for different races. It just requires having all three mods, and renaming all the files and editing all the races and ships. Lots of work, but big payoff considering having 3 different artistical effects. I am sorry to hear of the loss of all your files. The modding community has just taken a huge blow to the head...<
[quote]D-dd-Danman??The exalted DANMAN is posting in my thread?It would be an honor to have my mod included in the awesomeness that is known as 7 Deadly SinsBy the way (42nd post, woot!), has anyone begun to download the release?[/quote] You are too kind. Thank you for the permission to merge. I just hope that Ironclad can do something about the hardcode limits. I am sure ManSh00ter will agree. I am just a guy trying to give the players the best I can, along with all the other gr
[quote]Holy smokes!That's a brilliant star right there! I like it as it is, personally.What sort of bonuses will this thing give? >[/quote] I am assuming you are refereing to the purple star on the first page. As of right now, it will give more antimatter regen, but will also have a stronger magnetic pull, and may actually do damge if you get too close to it. [quote]RedSoviet, go to C:\Documents and Settings\Baleur\Local Settings\Application Data\Ironclad Games\Sins of a Solar
Just to let you know, the Atlantians are different in the 2.0 BETA. More powerful, and faster to get going. I noticed that in multiplayer, either AI or human, the Atlantians usually get run over. This should help correct this. They now have a more powerful drone in the beginning, which swarm in great numbers and can usually overwhelm enemies until the TITANS are built. The TITANS on average are about 25% stronger now, but even more expensive to produce. DANMAN
I am currently working on making different abilities for all the different stars, as well as the new Neutron star.. DANMAN
[quote]Aractain's post was confusing...What we've found out in the SoundMusic.sounddata file, there seems to be a limit of 115 tracks in the file, at least for the entry that says how many files total there are. Anything above gives an error in dev.exeBut anyways, this is an Alpha release. If anything needs to be changed, I can reupload the two major files and link them directly here, while I can just modify it for the torrent.I suppose the devs didn't think we would be adding more voice acting