[quote who="upsurper" reply="10" id="3480023"] Ignoring the virtol of the troll, it could possible some type of Sins II(yes i know its a long shot) but, from the customer report.... "Oxide Games is making a new type of 3D engine (Nitrous) that is designed for games that need to handle a lot of high fidelity objects at once (common in strategy games and sometimes in role playing games). It will be using this engine first in an unannounc
Volt_Cruelerz
Corsev is artificially very powerful due to those bugs.
In all honesty, the only things that could get me really excited at this point woudl be an open source Iron Enigine (how long do you think it'll be before someone threads the crap out of the thing?) or Sins II.
Line drawing now functions as intended. Updated OP with new picture. The OP also now has a link to the source.
Swing. I'm trying to call the repaint method from the mouse dragged event so that the arrows will line up, but they stubbornly refuse to exist even in the first place. Edit: I rewrote part of it and I think I know how to fix it now.
I now have a line-drawing class but am running into difficulties getting the darn things to repaint.
Ultimately, the idea is that it will be able to perform much of work required with making buff chains. You simply fill out the properties and it takes care of the rest, prompting you with what to put where and when. Currently, all Abilities and Buffs spawn with default properties as I have not bothered messing with I/O yet and won't for a long time. The majority of the work on this will be in the form of what I'm calling Pluggables. These are the conditional
Yes, i finally did it. After years of complaining that someone should do it, I went ahead and did it myself. Summary : An IDE for modding Sins with the express purpose that no modder ever need dirty their hands in the actual ability and buff files again. The IDE takes care of the messiness of the syntax and leaves the modd
The best size determining factor would be windows or fighters assuming we're being "realistic" Regrettably, that still leaves huge variation as the Jarrasul would be miles long while the Akkan is roughly cruise liner sized. Edit: cinematic model size is probably best.
I'm more interested in knowing the scale of the game... How much space can you control? Just asteroid fields? Can you control planets? Systems? Sectors? Galaxies?
[quote who="GoaFan77" reply="51" id="3478139"] If you guys must know, some guys on the Sins of the Prophets and perhaps a few other newer mod teams started teasingly calling me the god of modding since I guess I've been around forever and can answer most of their questions. If you have a better role for me fine, but I'm not directly taking sides in this troll war. [/quote] lol I really don't care. It's all hilarious either way.
2.02 released with Corsev reworks
I would like to make note that I am using the information in this thread to inform an update for my mod.
GoaFan: the helpful, pleasant Modding King that after witnessing the demise of several troll lords during his reign and due to the adoration of his subjects, decides that he must be a god.
Playing most recent version on Rebellion 1.82 with Advent Rebels results in a lot of errors thrown during loading regarding research (was using dev.exe) and ultimately crashes within 10 seconds of the game starting.
[quote who="psychoak" reply="17" id="3477638"] We replied to each other in the scripting thread. [/quote] Then apparently I have a terrible memory O.o
It's days like this that people commonly discuss how wonderful the vision for our country was. We have clearly diverged from the original vision of a group of states and have ended up with a highly unified nation. I simply wish to ask one question then... How would the the world be different without Lincoln? The Civil War probably wouldn't have happened, leaving two less powerful and less unified countries. What I find more interesting though is how the
[quote who="psychoak" reply="15" id="3477635"] I left? I have been banned a few times I guess...[/quote]I took a hiatus and haven't seen you around since I got back, my bad.
I guess one could make them spawn invincible frigates with a large fleet supply cost and have the starbase destroy them when the starbase dies.
Also... Psychoak: character in the first couple seasons that mysteriously vanishes. Before leaving, he trains Volt in the arcane ways of buff chains
[quote who="GoaFan77" reply="2" id="3477495"] For the first time you make a troll thread with potential and you forget to cast people. So I will add my suggestions. ... [/quote] Oh my gosh... [e digicons]:rofl:[/e]
That operation is entirely doable. And you can make whatever the heck you want. You just have to make it from scratch. Saying buff chains are not Turing complete is like saying transistor clusters can't be.
[quote who="psychoak" reply="5" id="3477206"] On the other hand, if you have large numbers of ships going through hundreds of entity files to do computations, your cpu's are gonna start bleeding rectally. It's not engine efficient to do such things on a large scale. The hottest processor out wouldn't be able to get Sins to run well if you gave a basic frigate a 50 file buff chain. Anyone considering the insane should take system load into consideration firs
You'd have to have the AI play on a normal faction while you played on the modded faction. Lol... otherwise the AI would incur one heck of a war debt.
[quote who="sareth01" reply="82" id="3477013"] Who says there only needs to be one player per starting position in an RTS game? Imagine matchmaking where you have teams of players performing specialty roles micromanaging their own part of the fight, something like individual admirals to a fleet admiral's command. Lets make them battles bigger, better and more awesome. [/quote] Honestly, what's the difference between just having a bunch of people on