Hey DANMAN did you get my PM on your forums? Anyways I want to be a playtester, and I have a reference you can check out if you want to. To 7 Deadly Sins!
SpardaSon21
Oh sucks. Anyways, DEC42 is working on editing the audio tracks for Sins in his mod, AudioSINS. He would probably be willing to help you out if you want to add some tracks in.
[quote]Oh...by the way, 2.0 BETA...should be done by tomorrow![/quote] Not soon enough. Never soon enough!
Wait. What UAW music have you added? And chances are you have that generic, playing all the time SupCom music that they ripped off for Company of Heroes. Anyways, this mod looks cool, and I hope DANMAN thinks its good enough for 7 Deadly Sins, when you get it working.
I'm posting this on the official forum as well, don't worry, this is only for those who don't want to check it out. Have you considered asking DANMAN3712 to include the FS1 beta in his 7 Deadly Sins mod? I'm sure he'd love to have the GTA, PVN, and Shivans in there. Hell, he even wants the Federation, Klingons, Empire, the Battlefleet Gothic factions, and well every other race ever made for a Sins mod, plus every single one from the Master of Orion and Star Control games. And the Sta
[quote]Damn, makes me want to play as the Rogue when the new version's released.[/quote] Damn, he's right. Rogues can only help but kick ass with such an awesome ship. Plus the mass-of-missile launching Assassin stealth capital. It launches phase missiles, correct? OP to the max there. Anyways, a complete inability to colonize worlds on their own gives the Rogues a definite minimal early-game presence, although the capturing makes them the Atlantian's and Ancient's worst enemies.<b
Hey Dinoff, I'd suggest getting at least some Halo tracks in here. So I'd take DEC's help. Plus he knows the game files a bit more than me probably. Not that I don't want to help, but anyone willing to help is good.
You could just replace the vanilla Sins tracks with yours. Or at the least remove some of the them to allow more of your tracks to get more play time.
I'm no code monkey however: From what I can see under the target buff there seems to be zero delay for the regeneration effect, which is not what you wanted is it? You seem to be triggering it after a certain delay, namely a delay of zero. The fact that it is an instantAction seems to suggest it is a one-time thing, namely it happens then quits, no delay. Why do you have a TimeElapsed finish condition for it then? And why make it four seconds? But, you seem to have
Basically, TEC defenses are the worst, which is odd considering they are on the defensive throughout all this. First the Vasari came, running from something big, nasty and even more evil, and then the Advent came trying to destroy the TEC for the exile almost a millennium ago. So the TEC are fighting to defend their homes and families, and their defenses should completely obliterate small fleets. Instead, they suck the most. Advent platforms get bonuses from beam damage upgra
What is close to Halo? Advent are close to Covenant with curvy ships, plasma, beams, pulse lasers and advanced shields. Did I mention they are fast also? TEC are very UNSC with thick-ass hulls and armor, missiles, autocannons, railguns, Gauss platforms, and bricks for ships. Did I mention they are slow? Need I say more?
[quote]Check this outWWW Link[/quote] Yay! Finally some knowledge of the progress of FS2 Halo.
[quote]I know I was just saying (using your expression of an SMAC) that the TEC have that wimpy defense that you need to spam to be effective and I don't know if they need an uber defense weapon. That research thats already in 7DS makes them pretty good right now as it is.[/quote] What research? Sorry but I spend all my time as races other than vanilla in 7DS.
Wow. Earth I regret the Covenant will come. I regret they are ugly bastards. And most of all, I regret I will have to blow up their raggedy-ass fleet! Humanity owns all alien invasion forces.
Ahhh man. Committing Grand Theft Forum is fun, and as far as I know, you can't even get a ticket for it.
The Wraith shall fear the Atlantis Expedition like they never feared the Ancients. Thousands of years of killing each other FTW! No-one knows war like the Earth people! Start off-topic rant of "What If?" Oh and too bad vampires don't exist. They probably wouldn't like the Wraith killing their food supply, and Wraith probably tastes better than human because of all that concentrated evil. And being something else's food has got to be embarrassing for a Wraith. <b
[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 good the way they are right now.[/quote] I know that. It was just a random suggestion for an OP TEC platform (the SMAC was only for comparison. They are too OP for TEC to have with hangars and massive OP mass driver). Having another tier of defensive structures would be cool, which is all I was really saying. <b
I'm sorry I'm not good with this but it seems to lack appropriate targeting data, namely what targets are allowed. You need to have the ability target the ship, not the ability. You need to set a condition so that when shields = 0, a timer starts and after a set time, the ability effect take place and shields are set to 25%. From my knowledge, the effect would have to autocast when shields = 0, then a delay counts down, then the shields are restored. Also, you need to do something with base
I can help with the shields. shieldAbsorbGrowthPerDamage 0.001 This is the increase in shield mitigation per point of damage. This currently is at .1% more mitigation per point of damage. So 10 damage causes 1 more percent in mitigation. shieldAbsorbDecayRate 0.0125 This is how quickly mitigation decreases to the base value after the ship is done being shot at. This says that for every second after shield impacts stop, mitigation drops by 1.25%. <b
Dinoff, to take a screenshot you need to just press the PrtScn button on your keyboard. If it is an American keyboard it is just to the right of F12. However, it outputs screenies in bitmap (.bmp) format which a lot of sites don't like being uploaded (they prefer .jpg). Just thought I'd help out here. Oh and what about the Vasari? There wasn't anything like them in Halo.
I know my opinion counts for zero here but..... I prefer the second one. The background is okay, however the way the mod title is arranged is just like Stargate Atlantis's title in the opening of the episodes, which I like. Screw it. Just do the second one.
Yes. Defensive options are limited with only a anti-frigate platform and a hangar platform.
Well in any situation you learn fairly quickly what end you don't want to be at the first time it is fired. "The best weapon in the world is the one you only have to fire ONCE." Tony Stark.
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.
Yeah but.... This mod looks cool. Caps get a huge buff, both base and max leveled. Fleets get supersized. New anti-fighter platforms allow you to swat those fighters without fighters or anti-fighter frigates at a planet. I would download this and play it if it were updated to be 1.05 compatible.