AdmiralTeridoc

AdmiralTeridoc

Joined Member # 3089985
0 Posts 13 Replies 116 Reputation

With the right art, the inside of a dyson sphere would make an awesome skybox... My favorite skyboxes were the ones from Homeworld that happened inside massive space-hulks. Just the memory of flying around inside a massive, damaged ghost-hulk sends a shiver down my spine. I hate shipwrecks underwater, but have this odd facination with them in space, especially if they encompass the whole map in a game. It's just so erie and atmospheric. makes me think of the sound of creaking

21 Replies 17,179 Views

Aha. SgtScum was correct: I had to take it from 1.03, to 1.04, then to 1.041, after converting the 1.03 folder to text with the text-binner. So: Problem: Selecting the mod's folder for updating results in error 52 Solution: The updater is intended to be used for the entire version's mod folder at once, not individual mods. Problem: Mod updater skips over mods Solution: convert the entire origin version's mod folder with the Text-Binner, then update from

370 Replies 939,397 Views

[quote who="harpo99999" reply="145" id="2403052"]my utilities do NOT make new version folders. admirial teridoc if you want to force the mod updater to re-update a mod, just in the estination folder, rename the mod's folder or delete it then run the mod updater again as the mod updater ONLY copies files if ther do notexist in the destination for those of you that are getting the error 52 opon selecting a folder, did you doubleclick on the folder to open it and see the na

370 Replies 939,397 Views

I keep getting the error 52- bad file name or number with the mod updater. It doesn't like SoA OR Volumetric Explosions, giving that error for both. I selected the mod files in the 1.03 entrenchment mod folder, and set the 1.041 as the destination. Converting the entire 1.03 folder skips over those mods. I ran the manifest maker for Volumetric Explosions and it still minidumps at the point of incompatability. Help? EDIT: also, can

370 Replies 939,397 Views

Arrg. It does not work with 1.041 entrenchment in one incredibly specific area: some capital ships cause minidumps when you attempt to assign their first ability. Here is where I encountered an error: if you try select the Halcyon Carrier's OR the Kortul Devastator's first ability, it minidumps the game. I tested several other caps, including the Kol, Sova, Skiratta, and the Rapture, and they worked fine. As far as I know, it's only the H

301 Replies 882,641 Views

Err, I tried this for SoA2 03E1, but I got an run-time-error 52, "Bad File Name or Number". I selected the file folder marked SoA2 03E1, and then hit "set Source to copy from". Did I mess up? do I need to put the Convert Data files into their respective folders in the Sins folder? I've just got everything I got from the link in a folder on the desktop. Now I've tried from simply the 1.03 entrech mod folder to the 1.41 entrech mod folder. It froze the updater... H

370 Replies 939,397 Views

Yay for frequent updates about what you're doing! Looking forward to whenever we get to see A). the fed starbase B ). the Romulans or C). both. of course you're all very busy with the 1.04 issues, real life, etc, so I'll not pester you for any time estimates. I'll just keep checking back several times a day [e digicons]:dur:[/e]

1,969 Replies 4,036,605 Views

For my two cents, I would have to say that scaling down the starbase would be a good idea, I really wouldn't complain about it so long as it's about the same size as the Klingon one. But as for the cubes: Cubes should be big, yes? scaling them down to something the size of a D'Deridex (which I have to imagine as on scale with the federation and klingon capital ships) would make them sort of silly. A cube should inspire an "Oh Excrement" moment, even if you have to balance it b

1,969 Replies 4,036,605 Views

[quote who="alryq" reply="1333" id="2383579"] My question about colateral damage caused by exploding ships was just a question. I don't have any idea how to create this ability, so if you wish to submit the idea, go ahead. I was only asking, not suggesting.[/quote] Couldn't you model that on the effect of Gas Giants have? I'm pretty sure that causes colateral damage.

1,969 Replies 4,036,605 Views

Can we stop arguing about the defiant and start giggling like schoolgirls over the upcoming Romulans? Let's guess about which ships made the Cap-Cut. Let's compose imaginary abilities for crusiers that may-or-may-not be in. Let's fool ourselves into thinking the blue orbs are getting bluer. Let us don our pointy ears and start stabbing each other in the back! But please. Let's leave the defiant's fate to the developers, it's their mod, right? they'll get around to balancing later.

1,969 Replies 4,036,605 Views

[quote who="ru7h" reply="1169" id="2373515"]any chance for a 0.3E.2 release until saturday ? ^^[/quote] We JUST GOT the last patch about a week ago. They're going to add a whole new race in .2. I think it's fair to say we're going to be wating awhile yet.

1,969 Replies 4,036,605 Views

[quote who="Paradoxnt" reply="1156" id="2372778"]ENHANCEMENT REQUEST: ::Snip:: Defiant Class Capital Ship (a cost effective/low manpower combat vessel that emphasis firepower/maneuverability over shields/armor) Ability: Impulse Engine Enhancements (3 levels). Speed increase Ability: Maneuring Thruster Enhancements (3 levels). Increased chance attackers weapons miss this ship Ability: Automated Shield Harmonics (3 levels).&nbsp

1,969 Replies 4,036,605 Views

[quote who="danielmoore" reply="1151" id="2372633"]dont vulcans go insane if they dont surpress their emotions? [/quote] Romulans and Vulcans are separated by a large number of generations (like, longer than humans been sentient in the Star Trek universe). The reason Vulcans go nuts without emotional repression I think has something to do with them not being used to them or knowing how to deal with them without repressing them. That, and the agitation and shame of losing the abi

1,969 Replies 4,036,605 Views

[quote who="Alpha_Sniper" reply="1149" id="2372602"]Interesting tidbit I picked up, Rihansu (Romulans) are actually vulcans, that didn't like the idea of "absolute logic" and controlling their emotions.[/quote] That was the whole point of the reunification movement that happened in the Next Generaton two-parter where they have to go find Spock on Romulus, and then the movement gets backstabbed and the romulans try to use it to send several troopships to vulcan but the spock sends a me

1,969 Replies 4,036,605 Views

:Chanting: Rom-U-Lans! Rom-U-Lans! Heehee, I can hardly wait to kick some foolish federation arse with the Romulans. Good luck getting the cloak thing to work, though. I don't think there's really a way to do that (make ships invisible to other players) in this engine. Hey, if you find one though, more power to you. Woot for the romulan birds of prey. I think I remember seeing an original series era one where there was one of those that wound up self-destructin

1,969 Replies 4,036,605 Views

Screw all the issues, this mod is alot more complete and fun than most other mods out there. They're working on it. Yeah, I'd like more abilities and stuff, but they're working on it in their own time and giving it away for free. It'll come when it comes. I've often felt that modding is a form of altruism, and a total conversion even moreso. The creators work and stress over creating something unique and special, and often only get complaints of overpowered this or broken that

1,969 Replies 4,036,605 Views

I think that abilities to the crusiers would help make influence people to make more ballanced fleets. I know you're working on adding and balacing new races as a priority, but if you'd just throw in placeholders people will organize their fleets better. I know, they're a witch to code, but what about the speed-boost ability from the TEC Heavy Crusier to the Intrepid? they're supposed to have better engines than the others, right? could that just be a text-file copy paste job? <p

1,969 Replies 4,036,605 Views

[quote who="starwarswins" reply="3711" id="2367872"]When diplomacy comes out we will finish entrenchment, "mabye make 3.0 for entrenchment", and THEN move to diplomacy, converting is a pain in the ass. But fear not, for your wait for 2.5 will be rewarded with BSG races. [/quote] Nuu! quit adding new content! you make it take longer! AHH! CURSE YOUR ENDLESS CREATIVITY! I just don't feel like signing up for anything, so I'll just wait for an open beta or

4,959 Replies 12,563,897 Views

Ladies and gentlemen, boys and girls, if you've been considering getting this mod but holding off, DON'T WAIT ANY LONGER! I held off until today and that was already too long! This mod is much more complete than other mods still in beta- unique research trees, models for the individual stations (instead of re-using the TEC ones), and even most of the little ship icons you see when you zoom out have been replaced! For instance, the model for the civillian research center is the same as

1,969 Replies 4,036,605 Views

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24 Replies 71,033 Views

I didn't watch the series, but I'm looking forward to this mod because I did catch a few of the movies on Sci-Fi (I will never call them "sy-fy") and I really liked all the different ships I saw. I didn't know what they did, but they looked cool and there were explosions, which is all anyone watching scifi is really looking for. Any mod that adds to Sins' longevity is a good mod to me. Good Luck getting it up and running!

5,473 Replies 14,249,578 Views

Just played a short game with Cylons, Awesome. But a graphics question, are you going to texture the Hades Mark II, the anti-fighter frigates, or the Cylon Heavy Crusier? I'm not sure if the shiny metalic thing is a lack of texture or a glitch on my side. I just see grey metallic over the hull. none of the details or team coloration evident on the other ships. (although, the cylon anti-fighter frigates reflect the team color instead of simple grey.) All the others look fan-tas

1,489 Replies 3,394,905 Views