Yep, we will do some research into it once we have the next release out (my schedule is already so filled up with work after release 0.35... where can I clone myself?)
TobiWahn_Kenobi
I like em!! My Avatar despises your avatar! And somehow they deserve each other. BTW I chose this avatar because no one could ever play a narn as perfect as Katsulas, and I'm very fond of our couple even though they share a mutual hatred! And may Peter Jurassic live long and healthy!
No problem =) Yes, slave driver indeed, but I'm also slave to myself [e digicons]:ninja:[/e]
You got a free hand with this =) Just a question, would you do the main icons for the ships as well ( the ones overlaying the models when you zoom out ) ? These are the most important (in my opinion). Thanks for all the work you pour into our mod! EDIT: Had a look at your race icons, and to my shame I must say I can hardly identify one (except centari). Do you plan on adding the standard EA sig
Ahhh, thanks for making the screenshots!
First, thanks for your interest. As for your suggestion, there will not be a possibility to capture construction vessels. There already is an ability to capture other vessels, though it is not completely included in the mod for now. It will be in release 0.36 or later. The jumpgate is exactly an vasari phase gate, just you need to switch it on to use it. You can switch it off any time again. If you have complete jumpgate technology (all upgrades) you will travel VERY fa
Oh, the tinashi is my beast (ie my fault). Will have a look at it when I got the time, thanks alot!
Wonderful SteinerX. Now two things, first, the button files should be in tga, not dds. Second, I've added psd into your icon directory. Please take a look at the included button effects and tell me what you think of them. Edit: About the brushes file, You could add the pictures to the tga file I used for the Jumpgate Icon and edit the relevant brushes file. That would be the easiest way. or, if you insist we can make a completely new brushes file for you. And I put a few
That might be your view, but as I said earlier, if you face extinction it's better to forfeit one small planet to buy you some time than to be extinc now. At least one could have the option to abandon one planet, getting resources and a few colony transporters (dependetn on population) in return to boost population of another planet.
Thanks alot. I wholeheartly agree that we should have one music score for all of them! As for Shadows, they will be a playable race, though I plan on having completely different game mechanics for them. I just hope I can get it to work with the AI sometimes. As for pirates, that will be raiders. (and as I suggested before, perhaps something even more brutal and sinister if the threatlevel is too big)
As of now, the offending Site was removed. I was kindly asked to take over the profile by the modDB staff members. I have refused for now but stated that we would establish presence as soon as we leave PreAlpha (I would want one faction about 90% complete before entering Alpha phase and another faction about 50% complete) @SteinerX If you would want to do this at that point I would be most thankful as I think you have done a great job at establishing a web presence. Please don't
Thanks SpardaSon21 I was contacted by this person before and he wanted to market this mod himself which I declined. He still set up this page (thanks for the notice) and I now have contacted modDB staff to take down his site. I also wrote the following letter to him "I contacted modDB to take down your site. I take it as an insult that you opened that page without my consent and urge you to take action before modDB does. This mod is not dead
That would be awesome!! Edit: Music is amazing, thanks alot!
@HawkWall Honestly don't know. Probably as long and as many as the originals (from sins) and in a babylon 5 mood. You can do them? This would be more than wonderful!
Game Mechanics 1. no 2. yes 3. no 4. yes 5. yes 6. yes 7. no Abilities 1. yes 2. no 3. yes 4. OHHH YESSS YESSS YESSS
Thanks alot Fileosoft / Thoumsin. I'm deeply honoured by your kind words. As you pointed out, the mod is really a teamwork and I'm proud to have such good companions. Thanks to all of you.
Good to hear, though trading never is against any canon. If your race is on the brink of extinction you would happily trade an unimportant planet for a little peace to rebuild and prepare. Still, glad to know that you plan on doing some real diplomacy [e digicons]:w00t:[/e]
Must try out that Omega - solution of yours! Thanks for letting us know. But it seems that this is an issue we can not solve ourselves, as the code for ship highlighting is hardcoded by IC
Why oh why don't you listen to your customer Stardock/Ironcled?? Many of us asked for more trading options way back when Sins was first published. Having just the option to trade resources is not worthy of an 4X game! (not even worthy of an RTS nowadays)
Thanks for the Info. I didn't mean the first bug at all, but the first I myself experienced [e digicons]:blush:[/e]
@Zvezdochets Don't know how the bits are formatted. Perhaps Ironclad can tell us how they translate ingame. @Archangel1980 Yes, The next release will incorporate the Omega, the Sagittarius and the Hermes (need to finish my work on the Hermes first) Thanks for the flowers, will still take some time to finish the next release up, but I hope it won't take too long since I plan on playtesting it with a friend of mine this weekend in a LAN.
Same here, AI does not want to accept any pact.
I have the first "bug". Whenever I switch between entrenchment and diplomacy i can reconfigure my settings, as it reverts them back to the defaults. Otherwise it is working. Still, I really hope the devs do a lot more work on diplomacy, as from what i can tell the parts that are in there for now are nowhere near the minimum what one would expect from a beta. Economic warfare, spy / antispy, trade offers (like civ) where one can offer to exchange planet/ships/fle
@Surumon Second that
Sorry to post here, but I don't know where to put this. Would it be possible to implement parallax occlusion culling (with self shadowing) into your shader model? This would give normalmaps a real effect and enhance the engine by a lot. Probably as a reason to buy diplomacy? (And please take a look at the white spot problem using specularity and anti aliasing. I know it is not that big of a problem with the sins models, but very visible if you sta