Same here, also looking forward to seeing his pirates + hammersun's pirates in 7DS -hopefully.
HouseRalan
Something I suggested long ago, too long ago perhaps to find the original post was to set starting tech level and even max tech level for a map. Who wants to be bothered playing a small map and always having to research up everything all over again -especially with a set of maps to be played in order giving a campaign/scenario feel to things. Options Requested: Starting Defense, Combat, Empire, Fleet Tech level. Ability to start players with tiers 0-2 done a
Roll the new Galaxy Forge back and just figure out how to add wormhole connections. First was fine, second sort of bleh. Yes, setting max tech level or even starting tech level would be nice. Would help people who want to create 'campainesque' maps. tier 0-1 max for maps 0-2, tier 3 max for another, and so on. Having Militias respawn after a set period if planet not colonized would be nice or setting militias to explore and colonize, but that's mo
Damn man, these ships look wicked good!
RESEARCHSUBJECT_MAXSHIPSLOTS[RACE]0 - 7: Determines how many supply slots per research level and taxation. RESEARCHSUBJECT_MAXCAPITALSHIPS[RACE]0 - 7: Determines how many capitalships one is able to field per level. Changing these changes how great your fleet supply is and the number of capitals capable. Weak race 'A' would not necessarily have fleet supply different from strong race 'B'. Race 'A' ships would have less fleet supply than race
WOOT! ROBOTECH THEME 4TW!!!
[quote who="dresda" reply="4081" id="2912435"]Wow OriLord, you basically said "screw you and your hardwork, I ain't giving you sh*t, but I'll take that free mod of yours." How do you not understand that people take time out of their lives to do this kind of stuff? You don't have to donate anything, but it's pretty rude to come out and say that.[/quote] I can't give money to support the mod, so I give time. Give of yourself when you've got no
Again, no one has to donate anything if they don't want to. If you don't want to give it, we don't want it. Donations help keep the site running and maintain bandwidth levels. Sign up for the free membership, it's free.
for every point of armor, 5% of incoming damage is reduced -also passively boost Hull HP amount a bit. Level 9 armor, 45% reduction to damage Level 31 armor, 155% reduction to damage
mods have been colonizing gas giants for a while and using their moons also. Not really hard for StarClad to pull off. plasma/mag storms need to damage strikecraft, not disable launching.
Titans can be balanced if the overall ship credit, metal, crystal, fleet cost is balanced out globally. 7DS used existing shield, hull, armor, antimatter, squadron levels, on ships to generate new costs. Then applied similar for capitalships and added extra cost for their additional weapon types, then applied to Titans and made costs 2-3 times more as they have 2-3 targets per banks which makes them meaner than hell. Said balance worked out titans to be about 28k credits,
His serial has rebelled! It has begun! [e digicons]:cylon:[/e]
[As posted to 7DS forums] Corvette, wow, upgraded heavy fighter just under a light ship. Just boost speed and halve the hp/shields of a MacArthur, increase agility, add abilities or 'selectable' abilities via research or, like starbases, certain weapons unlockable by specific research -something we've noticed and thought about heavily for ships. Imagine, being able to upgrade your ships with 'alien' weapons because you did some 'Vasari Reverse-Engineering' or
Manual is huge btw at 96 pages and full color throughout, the cover art by RJ Hughes is simply amazing and his UI Skins equally stunning. I have the manual hosted at Deviant Art under a Creative Commons License. File is 35MB. Download is free. There is a message in the Atlantian text. Manual has full navigation forward and back, also top Glyph returns user to table of contents. Full credits take up the last two pages. Damage Percent Bonuses and Qu
7 Deadly Sins Presents: Titans + Doomsday Weapon Effects. Massive, hell unleasing area affect weapons. Empire Executor Super Star Dreadnought [TITAN] Force Ability: Shield Overload : Channels the Dark Side of the Force into a thought bomb variation that impodes enemy shields entirely causing significant hull dama
I've done my fair share in the process for past 5-7 months.
well, to put it simply, "Go 64-bit or go home." pretty much sums it up. Can anyone from IC explain why SOASE'R will or won't be 64bit and 32bit? It's not 'SOASE II', it's 'SOASE I.v' I'd like to hear from them right up front if it's 32-bit so I can kiss off all hopes of having large-scale 5+ additional race mods for Rebellion or total conversions with 5+ races.
Dan has given me the okay to say within 2 weeks. Not everyone has the version Devs are using, we're on Alpha K v5a and it's locked in. Dan's got it and he'll be doing the rest. Reinforce your zipper SINS-Imperium.
A teaser of what's coming. We're still getting things sorted out but it's running nicely and yes, very soon. Video of Titan Class: Executor and Beta Kol Doomsday Weapons: Shield Overload and Graviton Doomsday Device -respectively. http://www.youtube.com/watch?v=SNuQcuSWywg We thank everyone for their patience and apologize for the horrendous
http://store.steampowered.com/hwsurvey/ 37% polled using Win 7 64-bit, 56% using 2-cpu, 28% using 4GB Ram (no listing for more than 4GB of Ram). how about get rid of the expansion poll and ask who uses 64-bit OS and 32-bit OS? Would be interesting if StarClad let us upload our system specs.
so, Diplomacy failed... Time for Rebellion... heehee, I already have that in the 7DS manual PDF that's coming with Beta. Rebellion happened 54 years back, it was great! Don't tell us about the new ships, particles, abilities, new research paths etc... Tell us about: This coming in 32-bit and 64-bit executables; the latter finally busting the dreaded 2GB memory limit. The campaign and campaign editor you are going to put in. Modding in infin
nates, check our forums and ask there. We've made a final push to get everything in that needed fixing in Alpha J so public doesn't have a hernia and use us for truss'. 7DS Manual is complete and will be included with the full public release when we release it. Playtesters have access to the manual and hoping to get it hosted right at Danman Games. It covers everything: The Past 120 years since the Vasari Invasion to the Dawn of the 39th Century
i'm gonna have to remake it
thanks everyone. In 7DS we're using Mansh00ter's dynamic battle system with some ships using fighter attacks and some that aren't so being able to set the correct weapon on a battleship or long range frig/cruiser's pretty important -or for a mobile starbase.
Not sure just what m_weaponIndexForRange 2 means. I'm looking at starbases atm, but every ship has it even if m_weaponIndexForRange 0. Some clarification would help me out.