Anyone else ever notice how well the Advent are described as a race of powerful Force adepts? Maybe you can make something of it. They have telepathy strong enough to detect ships from hundreds of light years away. The Unity itself sounds quite a bit like a mass Force bond. They use telekinetic powers to reinforce armor, launch their orbital bombardment rods, and in the case of the Guardian, Force push ships away. Their mind powers make most Jedi and Sith seem in
-Icy-
This is looking absolutely awesome so far. Sorry if I missed it somewhere, but will there be an official scenario map? Like the entire Star Wars galaxy set up like the galactic map on your moddb page. Obviously it would be imba and take half a century to finish a game on it, but it would be worth playing. Would probably take a lot of work, but a giant map with all of the playable races starting with their existing empires would be epic. Even if there's not, Interregnum got me interes
Just read the last 3 pages of this thread and thought to myself...why not make 2 mutually supporting mods out of this? One adds the Covenant Seperatists to sins and the other is the total conversion that youve been working on. If you already have a bunch of working UNSC and covenant ship models it wouldnt be too hard add it as a 4th faction since the human-seperatist alliance would consist of a mix of UNSC and Covenant weapons and ships. If you have enough ship models you could use
[quote who="All_Under_Heaven" reply="8" id="2025565"]when I open it in xsi nothing shows up... [/quote] ill check it in a few mins. but it did work when i zipped it up. EDIT: ok i just downloaded it to another hard drive and it works for me. i got it by going into xsi and doing file/import/dotxsi to a blank scene then the model and null points show up. I was able to recreate your problem by just hitting open. If you dont use the import function in xsi to put it
[quote who="CanadaMan777" reply="25" id="2024893"]Cheers! I'll add you to the credits list right now. I might rework the skin however. EDIT: This is a HUGE file! Is this the entire mod or something? Can you post up just the CCS files and models? [/quote] sorry about the titanic size...i screwed up some stuff and ended up copying the entire directories to fix it. Heres the a rar with just the XSI, the mesh, the 2 edited game infos and the crappy textures <a ti
[quote who="Dinoff" reply="20" id="2023366"]better than what i can do. um canada can we keep this guy? by the way icy i can send you a little code i wrote to make the plasma track for the effect. [/quote] I copy/pasted a few pieces of the vasari phase missile effects from their LRM then changed the travel effect to make target tracking plasma weapons.
Even though the CCS is a capital ship (literally Covenant Capital Ship) it doesnt feel right seeing them 1 or 2 at a time since in halo you find instances where you see dozens or hundreds at once. Right now i have it configured as a(overpowered) cross between a LRM and HC with less hp/shield than a destra but almost double the range of the illum for the plasma cannons. The beams are pulse lasers and are classified as laser in the gameinfo. They can shoot at strike craft but quite poor at it c
After reinstalling sins and stumbling across the CCS model on page 23 by EzraeilBeatus i decided to try and make it work.(never did any modding that involves models or textures before) 3 days later i got it working as an insanely overpowered replacement for the illuminator. If anyone wants it ill upload the mod.(first time texturing anything i know it sucks) video: http://www.youtube.com/watch?v=g5ekip3mmA8 shown next to a