Teal_Blue

Teal_Blue

Joined Last seen Member # 3305595
19 Posts 294 Replies 22,668 Reputation

Will upload the HP Beta 0.1 mod tonight, or tomorrow morning, but its not completely done of course. Lots of cool stuff, but lots of quirks to work out too. will post the link when i finish uploading it. -Teal

31 Replies 82,940 Views

:) Haha, almost forgot, but this is significant, i may have found a workable z-axis. When using the oversized planets on the standard small map, the ships have to rise or lower in order to jump into or out of the grav well. I had a scout enter a grav well low and then proceed to rise to get above the curve of the planet body in order to jump out. The militia of course pursued and rose off the flat grav well surface to intercept. I will post a screen shot, it was beautiful!!!

31 Replies 82,940 Views

Just a quick note or two before bed, i have noticed that the faricon is back on the huge map that i re-spaced the planets out from the central star. However there is still star image breakup in the zooming in and out before it steadies on the re-sized map. On a standard small map, the planets of course are almost on top of, and in some cases in the flare field of the star, but that even lacking the faricon in the standard map, there is no image breakup. At this point i am guessing the

31 Replies 82,940 Views

[quote who="DeadlyShoe" reply="2" id="2156456"]Are you rebalancing the planet populations and resource outputs to be 'bigger' too?[/quote] Actually, no. It is something to certainly consider, but at standard resources and standard populations, and standard weapons/shields (well, that is not quite true, i've upgraded the weapons/shields and have brought my 3 new races over to this mod, with my Starbases (not the Entrenchment ones, but my take on it) and a small host

31 Replies 82,940 Views

[e digicons]:)[/e] Haha, some tentative success with the map resizing, i took a Huge map and took out all but 3 players, manually pulled out the planets from the immediate star well and re-sized the grav wells for the planets and stars. Just started a game, and faricon is back!!!! Yay!!!!! So at least a little bit is getting there. Hope to get the rest under control, but we will see. I will keep you posted. [e digicons]:)[/e] -Teal

31 Replies 82,940 Views

:) Haha, some tentative success with the map resizing, i took a Huge map and took out all but 3 players, manually pulled out the planets from the immediate star well and re-sized the grav wells for the planets and stars. Just started a game, and faricon is back!!!! Yay!!!!! So at least a little bit is getting there. Hope to get the rest under control, but we will see. I will keep you posted. :) -Teal

8 Replies 2,024 Views

:) Hi, I've had my head in the files for a bit now, well... haha, if 8 months is a long time, but well, im re-sizing planets, and there are some mods out there that are already done and fantastic, but im running into some problems, image breakups for the large re-sized planets and stars, the faricon disappears and my zoom out range seems locked into one last level to name a few

495 Replies 1,065,448 Views

:) We could have a pre-load screen, complete with ship customizing, upgrading, engine and gun/laser changeouts, bridge and wing and torpedo missile cannisters on the sides, etc... And then, like the map editor, simply save and then go to load game... and voila!!! There we go!! :) Haha, its easy for me to simplify because i dont have to code it. But it seems like it would be great!!! I second the thought for customizable ships! :) Goo

24 Replies 65,456 Views

I've been working on StarFall for Vanilla Sins for about a month and a half now, sometimes it seems forever, haha, maybe 2 months, but an idea i had to increase the size of the planets and stars from even sizes of the lovely work of CyberD and DireSaint has led me to branch that part of the mod off into a mod of its own. I've taken the stock planets and stars, not the work of CyberD or DireSaint and increased their sizes twenty-fold. But there are problems of course, and i'm in

31 Replies 82,940 Views

Harpo, Does the map size, small, medium, large or huge determine the zoom out range? I know the maps are within a certain boundary, x to x, i think. My problems with the zoom out and the planet and star sizes and the jump weirdness (they are tracking toward the center of the planet or star, shimming up or down to clear the orbital body and then jumping) and the faricon disappearing makes me thin

8 Replies 2,024 Views

:) Glad to hear it, do well on the exams!!! That is what is important!!!! Games are fun, yes, but School is you know, how we are going to get into the world!! :) Glad to hear DemiGod is cool. :) Maybe try it, Take care and see you in the forum, keep gaming and keep modding!!!! :) -Teal

17 Replies 4,062 Views

Hi Justin!!!! Actually this is for 1.16 Vanilla, but its still cool, haha, providing i can get it to work!! :) I liked the Large planets in CyberD's Sol Mod that DireSaint updated so nicely! :) That i wanted to make them BIGGER!! Haha, well, i made them "Ten Times Larger!!" and then started having some issues, even though the planets and the stars are a "Perfect" size. :) Haha, at least i like how it makes the ships look, well... mor

17 Replies 4,062 Views

:) Thank you TohKlidan, im not quite sure i understand everything you said about the brushes, i have not had much exposure to them at all, but the grav well information is enlightening. I didnt know about the BoundingRadius, thank you for the explanation, and will check those and reset them. Take care, -Teal

8 Replies 2,024 Views

Any anomolies you find, i can use the galaxyforge to move the planets and stars further apart, but the faricon, the placeholder icon for the star when the map is zoomed out as far as you can go, is not there. I think its the size of the star which i increased to times ten, but i thought the zoom controls would replace the mesh (picture in game) with the icon when completely zoomed out. But it doesnt. I think there is a setting to adjust that, but i could be wrong of course. In additio

17 Replies 4,062 Views

[quote who="Lord Tareq" reply="6" id="2127639"]I will post the preliminary ship lists for the first release this week. As for frigates, the Sins AI requirest at least 1 scout and 1 colony ship, and iirc they both need to be frigates or the AI just sits in its homeplanet doing nothing.[/quote] Would it be possible to join the two concepts, the scout and colonize abilities into a B5 class vessel? It would give the AI what it needs and still be B5 centric.

159 Replies 450,644 Views

You know Harpo, i've been playing this the last hour or so, and i'm beginning to think, it just might work, i mean if i re-size the maps, it isnt too bad, there are some anomolies, but not a lot, and i suppose the longer i "live" with the difference, the more it seems acceptable. Anyway, am uploading it now, almost finished. Will post the link here when done. Take care, -Teal

17 Replies 4,062 Views

Will do Harpo, THank you, TohKlidan said he would take a look too, appreciate it. Its for 1.16, not Entrenchment, but if you have 1.16 then great, if not, let me know. I dont have the mod ready for Entrenchment, as a matter of fact i havent even started it. But the one for 1.16 i am working on is, haha, driving me crazy. :) Your mod sounds very cool, perhaps i could try it when you are done, or if you need help, i could give a hand? I'm not a great modder, really a file tweaker

17 Replies 4,062 Views