CanadaMan777

CanadaMan777

Joined Member # 3095175
0 Posts 16 Replies 26,568 Reputation

[quote]i think i just died and went to heaven. i think that the original thought was briliant but to many nerds got on your post. either way ive been working on alot of balencing in my mod to make the 3 to one ratio between the advent and the humans. ive also taken the direct phase jump mod to help give a need to keep yourself hidden from the enemy.[/quote] Nice work! That's what I pretty much incorporated into my mod as well. Now it's all model work and such and creating abilities. And

84 Replies 149,427 Views

I got this model of a fighter that my friend made. Only he made it way too large and off center. So I centered it and then scaled it down to the size I needed. I exported it into xsi and then ran it through the converter. I looked at it ingame and it looked the same as it was in the obj (it was the size of a capital ship...)! I checked the xsi because I thought I made some noobish error. Nope. Everything was fine. It still isn't working though. Anyone know what to do?

9 Replies 9,523 Views

Oh and guys I just saw another post about how all you people do on this thread is argue. For the last time: go to the forums if you want to have a indepth discussion! That's like the 4th time people have said that and it's kind of embarassing. Oh and I forgot to make that profile you asked for Colt556. I'll go do that now.

2,504 Replies 4,937,060 Views

[quote]i know. all they do on that post is argue. its stuck between fan fiction and halo buffs and i dont feel like listening to them. im not looking at total conversions yet im just looking at making it closer to halo. while i wait for them to finish.can anyone tell me what this is i found it in a player entity file under hyperspace data.shieldDatashieldAbsorbGrowthPerDamage 0.001shieldAbsorbDecayRate 0.0125shieldAbsorbBaseMin 0.15shieldColor ff0EADFF[/quote] I know I don't listen to t

84 Replies 149,427 Views

[quote]Well no. I was referring to the heavy defensive platforms which are for defense inside the grav well. And MAC guns would be the standard TEC Gauss platform. I think he means heavy defensive platforms being something you use to smash a capship to bits with from very long range. That is what an SMAC does best.[/quote] I don't think the TEC needs SMACs. The UNSC is gonna have those and they (when they're done) will be included in this mod! I actually think that the TEC are pretty go

4,959 Replies 12,576,405 Views

it was cut from Halo wars anyways so I'm not even sure it's canon any more

2,504 Replies 4,937,060 Views

[quote]What for? you want to play covenant you pick covenant; unsc, pick unsc. Just keep it at that for the initial release, if it is needed for balancing fine add the ability to capture ships.yeah, I'd go with this idea. If we do need to add it, then have it for a capital ship lvl 6 ability.I found a good idea for Covenant bomber. Covenant Air Artillery. It's main roles where Self Propelled Artillery/ Siege Vehicle/ Heavy Bomber.http://halo.wikia.com/wiki/Covenant_Air_ArtilleryAnd the Seraphhtt

2,504 Replies 4,937,060 Views

-Well to add a new race all you have to do is copy the original race's entity file in gameinfo and rename it to something else. ex. PlayerUNSC -To rename them you go to the "raceNameStringID" and make your entry in the string file then when yo have the name string you put it there. ex. "IDS_PLAYERRACENAME_UNSC" -You probably already know how to modify stats but that is in the individual ship entity files in gameinfo as well. -as for the abilities you make the custom ability

1 Replies 1,117 Views

yo didn't read any of the thread but just dropping in to tell you guys to keep an eye on this: [link="http://www.moddb.com/mods/universe-at-war-freespace"]SoaSE Freespace[/link]

86 Replies 153,719 Views

[quote]Hey, is there a progress report on this?[/quote] I guess around 20% because i have alot of models for the UNSC but I need to skin them and get everything coded. Getting some models skinned as we speak though :CONGRAT:

2,504 Replies 4,937,060 Views

[quote]Also, Canada, I can't log onto those forums. Says my email is allready in use but I havn't made an account. So just, when you tally up the votes, add an extra "No" for me.[/quote] Hmm want me to make a profile for you and then give you the username and password

2,504 Replies 4,937,060 Views

[quote]Very interesting... of course, the people I play with would probably push the button as soon as the game starts[/quote] yeah the game changes when you realize that real lives aren't at stake.

8 Replies 4,954 Views

[quote]Ok, I enabled the Hidden Files and Folders, I'm on XP, and where exactly do I create the Mods folder? In game info?[/quote] nope, it isn't in program files. I forgot where appdata is on XP but it should be under your user profile. Look above documents and downloads and all that. It should be up there. Once you are in appdata, go to local, then Ironclad Games, then sins of a solar empire. If you've updated your game (which you need to do if you want mods to work) then thereshould

9 Replies 10,349 Views

You've already updated your game to the current patch, right? If you have just enable viewing hidden files like Kitkun said and it should be in (for vista) the documents and settings/ironclad/sins of a solar empire/mods folder. Good luck dude! PM me if you still can't get it.

9 Replies 10,349 Views

[quote]Are there any plans to clean up the 'rogue' race? It seems to be a godawful mess. Virtually all ships are available for manufacture from the get-go, and the text descriptions for the ships are either absent, or gibberish.In a addition, some of the descriptions for rogue specific tech are complete gobbledy-gook. For example, the text for Computer Control (on the civilian tree) reads as follows:This highly illegal technology once forbidden by all races. And now, the pirate use it, we must r

4,959 Replies 12,576,405 Views