[quote]By the way, where is the poll?[/quote] right here: [link="http://www.stealthblade.net/7Sins/forum/index.php?topic=167.0"]Poll[/link]
CanadaMan777
Personally: I would just go with Hull/armor improvements and by the endgame most units are flying tanks but it seems like some people want shields. idk... I'll go with what the poll on the forums says :NOTSURE: the group that supports shields already has two votes. The anti-shield group has no votes yet...
Enough people! I'm tired of people clogging the post with this! I'm making a poll right now on this mod's forums. VOTE! [link="http://www.stealthblade.net/7Sins/forum/index.php?topic=167.msg1019#msg1019"] shield poll [/link]
[quote]hay i downloaded the mod and i am wondering how do you colonize aquatic worlds because it said i need a tech to colonize it but i couldn’t find anything except the gas giant and moon colonization tech that were new.you need arctic colonization, it's in the description nope, not in the description. it was removed a few versions ago.[/quote] oh crap... what was I thinking? :LOL:
DanMan's gonna be away until Saturday, you might have to wait to get permission
[quote]hay i downloaded the mod and i am wondering how do you colonize aquatic worlds because it said i need a tech to colonize it but i couldn’t find anything except the gas giant and moon colonization tech that were new.[/quote] you need arctic colonization, it's in the description ;p
oops double post but that's awesome news about the empire being in!!
[quote]Star Wars: The EMPIRE WILL be in 2.0! Awolf, under my direction, balanced out the stats of all the ships, and their power lies in between the TEC and the Atlantians, but are still the EMPIRE.... [\quote]
[quote]The new Battleship is modelled and UV mapped. After I texture it and rig it for the game, I was thinking of putting together the first ever teaser video for the mod, as I finally have enough ships to actually showcase it properly.[/quote] sweet! :CONGRAT:
2 space whales ftw!
I don't know if you can put limits on building ships but it would be awesome to include flagships
[quote]It seems like a lot of these newer ideas are hurting rather then helping. I must agree with this. I have found a video on a halo space battle. Follow this linkhttp://www.youtube.com/watch?v=uIsuhAWVj6oIgnore all the stuff on the ground. EG. Master Chief[/quote] I've seen it before. Great stuff :CONGRAT:
hmmm weird :D
New Qustion: I want to replace the "TEC Opening" but I can't find it anywhere. Can anyone help me out?
[quote]Hi CanadaMan, seems you work on a big MOD.Check the SoundMusic.sounddata in GameInfo folder, that file refer to the final sound files.And, don't worry about ogg format, use mp3 works well too.Good Luck.[/quote] thanks HammerSun that's what i was looking for. Anyone what know what the opening them is called though? Edit: never mind :P
[quote]thats why they are rouges... outcasts of society and all you have to do is sneak into their first new colony take the colonyship and haul *** out of thereExactly. But don't worry, after much complaining I have decided to give the Rogues a colony ship in version 2.0 of the 7 DEADLY SINS mod. I will be releasing it in a few weeks.DANMAN[/quote] Yah! Thank god! :CONGRAT:
filefront? Just get a profile and add it, that works a lot better then if you click the "add file" button as that usually screws up
BTW DanMan, how did you make it so you can replace the opening theme with custom music? I can't seem to get it to work...
Well first off I checked the entity file for my race, as I had read something about music in there before, and saw only: musicThemeData musicThemeCount 7 musicTheme "MUSIC_TEC_THEME_1" musicTheme "MUSIC_TEC_QUIET_1" musicTheme "MUSIC_TEC_MISC_1" musicTheme "MUSIC_TEC_MISC_2" musicTheme "MUSIC_BATTLE_7" musicTheme "MUSIC_BATTLE_13" musicTheme "MUSIC_TROUBLE_4" scareThemeCount 2 musicTheme "M
[quote]"The merge with Bailknight's mod is in progress, the Star Trek mod needs to be released, so does the Star Wars mod, before we can merge it."I thought you were just going to merge the releases together as they came out or are you gonna just wait for the full versions?We have to make sure that every version of each mod is completely compatible, and doesn't mini-dump. We also have to balance them. Its a big task, and right now, the Star Wars beta mod needs to be balanced a lot. But don't wor
Well first start playing around with a plant's entity file (make a copy so you don't screw it up) and then start messing around with the values and adding new particles and such. As for a new model go to the "meshname" in the entity when you have the new model. Good luck!
Hmmm I think it might be in strings....but that's just a guess. I'll look around
somethingsup with the forums. I can't log in...
[quote]The Halcyon, being a class unsuited to the modern front lines, could be used as an unarmed ammo distributor for a larger fleet.Or "meat shield". Also, if you can find a way to incorporate ammunition, please, that would be cool , but as far as we know, its impossible(to the average coder). Besides it would change gameplay to a point where its straying too far from Sins.[/quote] What gclark03 said may or may not be possible but even then it would stray too far from my "fast and
hey where is the .ogg converter?