I will be checking this out in a couple weeks. Work is taking me away from home during the weekends unfortunately.
boshimi336
I do actually have a question concerning the mod. Are there any plans currently (if it is not already encompassed into DS) to include the TSOP mod?
I know from e-mail conversations with Blair Frasier that the development team was focused on another project which was consuming a large portion of their time. Blair had worked on portions of the patch on his spare time on the weekends. Only recently does it seem that their work load on the other project has lessened enough to come back to Sins. Since they are after all in the business to make some money, I wouldn't at all be surprised if this was either a shoring up of
[e digicons]k1[/e] [e digicons]:D[/e]
This mod is the most beloved mod of any game my LAN group has ever played. It's been that way for well over a year now ... just wanted to let you all know that all eight of us give guys a big thumbs up!
Epic spaceships make Whiskey a happy panda. [e digicons]:andrew:[/e]
Yes we should definately get together and duke it out. I'm not that great of a player BUT I do enjoy this game and if losing is in the cards for me, well ... I don't complain much as its still fun (most of the time). :-D
I know there are captureable Capital Ships and Capturable frigates and heavy cruisers etc ... there's even a capturable trade port. Is there any possibility (this is pure from a map making standpoint) that there could be a few other structures you could set up in a map either 100% spawn probability or otherwise? I would like to see (off the top of my head) capturable culture building, capturable frigate factory, capturable research post, capturable refinery or Starbases? <
I just read the news for DNF ... you've got to be KIDDING ME?! Are you serious?!?!?!? AAAAAAAAAAAAAAAARRRRRRRRRRRRRGGGGGGGGGGHHHHHHH!!!!!!!!!!!!!!! [e digicons]X([/e] I've waited this fricken long for this to happen and then ... this happens? I don't want steam on my system. I'll wait until DNF REALLY gets released. This is absolute and utter crap. The whole idea of having to have an in
What about all the typo's, coding referencing things in an inefficient manner. Has anyone compared how the 1.19 beta is setup to the TSOP mod? I'd like to know if they just redid the engine and left the rest of the game still highly inefficient or if they actually went in (since most of the work has already been done by the TSOP mod) and used that as a check list to fix many of the problems with Sins. On Max graphics I haven't been able to tell th
Boom Boom Pow!!! [e digicons]:D[/e]
TU, keep in mind that the planet zoom issue is now fixed. I've also updated my Multiple Stars Graphics Mod for all current versions. I'm also cranking away on my huge map. Look for a playable test version within a month or so. Until then it's all in alpha and then beta while I get everything squared away.
Bump!!! PBhead, shoot me a pm. You interested in testing a large map I'm making in about a month or so? I've also updated my Multiple Stars Graphics Mod. It's current for all releases of Sins.
That's about right. It is a significant update in my opinion as it makes playing multiple star maps so much quicker and more efficient. I'm surprised they didn't have this feature in the game earlier. It's so much cleaner and crisper!
Man Sh00ter please check your pm.
For reference in case anyone is interested. Multiple Stars Graphics Mod have been revised from v0.2 to v0.3. https://forums.sinsofasolarempire.com/348205/
Here is a revised version of the Multiple Stars Graphics Mod! Please revise from v0.2 to v0.3 within the DS Mod. Thanks! https://forums.sinsofasolarempire.com/348205/
The OP is now updated with a revised version of the mod. Thank you to all both from IronClad and the Modding community for your help in this project!
For those that do not know what the Sins Optimization Project is, please click the link below and some descriptions from their original post. https://forums.sinsofasolarempire.com/378149 The project initially started out as an idea to reduce the texture sizes, and poly counts of some models. Not just arbitrary reductions. The goal was t
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A list of Starting Locations should be in your inbox shortly. How much effort does it take to get the AI to start jumping between stars? It might be necessary to lower the research on that in a specific mini-mod to get large multi-star maps to work correctly as desired. I've already got a newer version of the Multiple Stars Graphics Mod handy thanks to some help from myfist0.
I've got quite a few maps all corroborated together. I've taken pixel point data from the combined maps and scaled it for use in Galaxy Forge. I'll use the built in scale feature to get travel between stars correct while balancing overall transit time with wormholes to make them valuable, all without braking game play hopefully. I'll have to figure out how I'm going to set up the pirate density throughout the systems. It will be interesting. Currently from a structural design aspect I'm tryin
Thank you much. :-) I likely won't have the opportunity to do any heavy testing until next weekend. I'll have to check it out for sure then. Right now I'm just imputing the star locations and making notes on where certain things need to be. A quick question or two: Does it still hold true that Wormholes can jump between star systems if constructed correctly? Is there any way that pirates (either vanilla or modded) can be made to jump betwe
I noticed in the download there are forge files and then mod files. Am I correct in stating that in order to build the map I need only use the forge files but in order to test the map in game prior to the next DS patch I need to enable the mod?
Sounds like a plan. I've been waiting for this patch to have the planet icons for sins fixed (the new beta patch) so I can actually make a ginormous Honorverse Map. 180 stars with 1-5 planets each (little militia). I finally can now. Most of the framework is already setup I just need to tweak some stuff. Thanks guys! [e digicons]:D[/e]