Nice textures! What program(s) do you use if I may ask.
SZ0
^Pretty much same here. I started noticing some fraction of second stutters about 5hrs in to a game on Ancient Gifts.
Haven't seen a 1 ship attack. Perhaps also another the reason it didn't attack anything was because the target faction may have been wiped out on its way to them. Had any Factions been just wiped out at the time?
From what I have played thus far, I have to say I'm liking the changes thus far. The pirates do seem more easier to cope with earlier on, then gradually increase as the game progresses. To my thinking Severe seems compatible with a big raid pre-patch and they can certainly do some damage if you have your GW. lacking in defences. I have been spending alot more on bounty than I previously used to, especially as the game progresses. Issuing pirate missions is
I'd just like to say that I, like Diplomacy as whole. I do agree with Des that there is some thing not quite right. I agree that similar factions starting at truce is a good thing to the point of, in the context of the game, their having not even met each other yet. So there should be no conclusion that an unmet player is going to be friendly or visa verse. When two fleets from different factions first meet they default open fire as it is, putting relations straight into negative.
Here's the Dyseg Defense base. Built around the core of star that's long since burnt off all its fuel. Still yielding massive radio active energy, immense gravitational forces and powerful magnetic fields from its still molten core. Only by utilizing the strongest of materials and a containment field that uses a substantial amount of the energy that is collected by the base from the core itself, can it withstand the close confines. The surplus however, by normal star base standards is v
[quote]Is that actually surrounding the volcanic planet?[/quote] Yes, downsized a bit. I used that to test the idea. I was thinking something like planet/moon/asteroid upgrade, or a large Starbase built around the core of a white dwarf, a Deathstar, yes. Perhaps even an upgrade to a star if it were possible IDK. [quote]I sense a great disturbance in the force...[/quote] "Your friends down on the moon have failed. Now witness the power of my fully operational DeathStar.
I could make it into a planetary defense module, I hadn't thought of that. I could fill in the gaps where you see the planet through with something like hangars or nano dispatch tubes or something. [quote]Of course, it has that Star Wars III incomplete look.[/quote] Yes that was an accident, shows how rusty I am at the moment. Perhaps though with a proper incomplete look it might look better as you are better able to see the moon underneath. Bit of a take off from Star Wars th
This is some screens of a new type of star base or planet upgrade, not sure yet, that I have been playing around with. Its still very much conceptual and needs a lot more work yet. Especially if it ends up being a SB. Anyway see what you's think. <img style="border: 1px solid black; margin: 1px;
Pacts with AI being accepted then immediately rejected then immediately accepted again on & on. I believe the values set in the Gameplay CONSTANTS file under playerDiplomacyAIDef are the cause.
Here is a modification I have done with the modded Kol, to cover up the name. Both side now have the name covered. If you like it I will post the mesh or xsi-exp file. All that needs to be added is the Hardpoints from the first versions mesh file I sent to Ryat.
Hi guys, nice to see Sins is still receiving attention and being improved, this is awesome. Looking forward to getting some decent amount of free time to spend with a new and improved old favorite! Couple of questions, 1) Any chance this is on the cards; Quoting "Like the Whirlwind" [quote]This won't make it into Diplomacy, but is certainly something we'll look into for future releases. How do the modders feel about specifying the parameters for the
Hi ZombiesRus5, thanks for having a look at this you have done a fantastic job. [e digicons]k1[/e] In the Alpha that I provided the link for, I have optimized the mesh's of the models from the original 3 models and reduced the cl and da files by half. I can't reduce the nm. without significant detail loss due to the program I am using (or the way I'm doing my normal maps IDK), so you may have success at optimizing there. Other than that the only other optimization I can think of that
Yes, been very busy with work and haven't been able to achieve anything over the last few months and have kind of lost where I was with it. I had almost finished it, the art work and all is done, however there was a couple of things not right and causing crashes. From memory 1 was the dreaded "Dynamic vectors" crash, which really stumped me. To my mind, thought it must have something to do with vectors, oddly enough, which could be anything from a particular ships normal map and or its
Well it must have been a coincidence. After running the game for some time no crash, no error. Now both have returned. In the debug file I get this c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine\DataStructures\DynamicArray.h(128): assert! [i c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine\DataStructures\DynamicArray.h(128): assert! [i c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine\DataStructures\DynamicArray.h(128
I think I may have found the cause. Unless its just a big coincidence. Could you please try restoring the "Unit_Infocard" back to Targa to confirm this. Edit ; Nah don't worry, Dopey me saved them as DXT NM instead of RGBA. [e digicons]:puke:[/e] OOPS!
When I was mucking around trying to pre-requisite pacts for my mod I had this happen and assumed it was something I did, perhaps it wasn't. Anyhow I fixed this issue simply by adjusting a couple of values in the Gameplay CONSTANTS file. It seems as though some of the values are backwards. Under "playerDiplomacyAIDef" you have 2 threshold values for each pact. offerOrAcceptTreatyHappinessThreshold: type of pact value &nb
Awesome work guys. Hey Zombies, Those red particle effects are they weapons/ability effects or have you made up some different flair points. They look pretty cool.
Awesome, looks fantastic. [quote]Greater Ship Customization[/quote] Great Idea, this will be interesting. I can't help but be reminded of the fun I had playing Freelancer looking at the screens and reading the write ups. [e digicons]:grin:[/e]
[quote]My max tools keeps both the UVs intact on import.[/quote] When you export from max can you export 1 or the other of the UV maps? assuming when you mention both UV's you mean both UV maps. So say if you want export to Obj. , which unless I am mistaken can only handle 1 set of UV's at a time, you could export the model Twice out of Max, once with each UV set and then merge them in SoftImage and delete 1 model after making a copy of its UV set for use with the 1 that's lef
The converted reference files in the forge tools are out of date to the latest versions of the game. Check out https://forums.sinsofasolarempire.com/376221 For all the stuff you need to know about modding.
The crashing happens every time a particular ship enters the gravity well of a star, not always straight away but at some time its there.
There are 7 new abilities. I have tried removing those abilities 1 at a time at from the ship that seems to be causing the problem, perhaps it is 1 of the others that the AI may be using. The error does appears before any ships have been made straight after loading regularly also, which is baffling. The odd thing is this only started happening after changing all the targa files to dds. Perhaps it is an ability brush reference or something.
Has any body come across this dev. exe error before. c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(1663): assert! [false] It persistently pops up in game when running the Dev. exe Using normal diplomacy everything seems fine for quite awhile but then crash's unexpectedly. Is it referring to an ability? if so what does the (1663) indicate. I'm pretty sure there aren't that many abilities.