:) can you give us a hint ... hint....? :)
Teal_Blue
[quote who="ManSh00ter" reply="1" id="1913653"]Photoshop or any other image editing program which can work with .dds files. For more info and for links to useful higher-quality compression tools for .dds images, check this thread out, as I was working on the same thing a week or two back.[/quote] Thank you kindly. :)
Just a quick add on that occurred to me: What if we could find a way for smaller fleets to have concentration of craft against another (12 craft have 12 targets) but in the end game where we have say... 100 ships (we would have 100 craft have 100 targets) in other words we spread the target range with the larger fleets and prevent them from "ganging up" on single targets. The ai, could be tweaked to do that. How I don't know, but it seems possible. And therefor the end game becomes "Sur
[quote quoting="post"] Well, suppose you have late game, and you have a one or a couple of high level cap ships, (lvl 6+) with all of the nice abilities. The problem is, you can't use them; the moment you bring your cap ships into the battle, they got insta-gibbed by insane firepower. Let's a bit honest; how does long your typical lvl 6+ ship survive against 50+ LRMs, 20+ HCs, and now hordes of bombers in 1.09/1.1? It does not ta
I think my favorite is the advent, the tec would come in a very close second. the ships and the music, the voice overs i think and the way the various ships flow into a nice battle formation. I know very little about tactics or strategy planning, but the ships fit well together and their skills play off one another well. I don't have to co-ordinate them or figure out how to set them up or pair them, the ships seem to do this all by themselves. I suppose a Tec fleet and a Vasari fleet
Okie, its done. However i am uploading it to the Stardock Sins Mods Site, it will take 5 days to get cleared. But I will be loading it up there as soon as i finish this email. Anyway, I left the strike craft number per group intact, and i left their hulls and armor intact. I did take the frigates to 6 craft for the carriers. so they will start out with a little more than the Capital Carriers, but the Capital Carriers will go from 4 to start with to 1.2 for each new level, which at 10 levels s
Modded ships can be built almost any way that you would like. But i have noticed, at least to my own mind, that some are not balanced. Yes, a small increase of say 2 to 4 to start and a maz of 12 sounds reasonable for a capital. It boosta the overall performance by perhaps only a reasonable percentage. Just a thought but a balancing measure might be to slightly lower the shielding of the fighters/bombers. So that there are more strike craft in the air at a time and for short battles,
I was wiondering what program i could use to open a skybox file and see if i could touch it up. I am not a very very good artist, but a ordinary one, but i was thinking a debris littered half dead star and system would be very cool to play, at least for a change of pace you know. :) Anyway take care and keep modding!! -teal
[quote who="wraith2209" reply="13" id="1904312"]Thanks everyone for all the comments. I am redoing the ship models. As of right now I have the Kushan done and half way through the Taiidan. The models look alot better but the textures are still the original HW textures. I want to thank Major Stress for the information and the help to improve the models. I have also included the motherships as one of the ships you start with. I didn't though make them buildable. They carry 8 squa
Thank you for an interesting lesson, sometimes just reading the forum entries i learn alot. Hope you figure it out, im sorry im not very helpful, but i am a newbie with only about 6 weeks experience in modding, and have learned how to change tweaks in files, but not much else, so i probably wouldn't be much help. But it is interesting to hear your idea and hear how it may be solved. :) Maybe if I make a mod with a combined ability i can try this and see if i can get it to work. :)
[quote who="Annatar11" reply="6" id="1913052"]Hahaha, you're welcome (please don't give me 20 ). Just happy to help [/quote] :) Okie, how about 10? :) Just kidding, But maybe 5 or so, you have always been there with help in my stumbling along this modding road, which i am new at, so it has really really been nice to have your help. :) -teal
I just figured out how to give people karma for being helpful and nice. I thought it was something the system did, haha, well... now i know... so i gave out some karma for everyone, and wanted to say thank you for being so nice and kind and helpful with me trying to figure out how to learn how to mod. :) Take care and keep modding!! :) -Teal
I just figured out how to give karma to someone, :) sorry i didnt know. But now i do, so i wanted to say thank you and to give you about 20 points, but it says only every 10 minutes, so i will have to parcel out the points. Thank you again so much for all the help Annatar11, :) -Teal
[quote who="DANMAN3712" reply="14" id="1912684"]BETA "D" is coming......... 2.0 Release to follow....... New retuxtured Advent and Vasari "dead" ships coming too...... I'm back........... DANMAN[/quote] :) Didn't mean to highjack the thread, just asking a few questions, but good to see you back, and thank you for the coming advent an vasari "dead" ships. :) -T
[quote]June 28, 2007 04:45:06 Thanks for the feedback. Not only does this give us a good idea of what should stay in the game, it inspires the team to create even more of what you want. -yes, more music on the way -yes, more wild explosions/weapon effects -yes, logistics is being tweaked -yes, the empire managment tree is under evaluation[/quote] Thank you very very much, i have been playing only about a month and a half now, i think, 6 o
:) Yes you are right, i suppose i made a mistake in my counting or something, but yes, when i was careful and deleted the lines and kept the counts correct, the mod loaded fine. :) Thank you and sorry for the confusion, i sometimes am not as careful as i should be when changing things, but i am learning. :) Haha... this is coming along very nicely, now all i need to figure out is how to make the ships look beatup and wornout (its supposed to be at t
:) Thank you
[quote who="Annatar11" reply="1" id="1912491"] Anyway, i am crashing the mod on trying to remove the research and planetmodules, so if anyone knows a safe way, could you please let me know? Remove them from the playerrace entities' build lists All you have to do.[/quote] Ahhh.. that is what i am trying, or perhaps i am misunderstanding. I am in the playerpsi.entity file, i change the values for the ships. I change count values and delete lines. like change c
[quote who="CanadaMan777" reply="12" id="1912379"] Quoting Dinoff, reply 10possiblly but i believe that the main problem is that the game sees a ship as being in a gravity well. so long as its in that well it cannot cross into the next withought first going into phase space. If all the planets were connected to one another that wouldn't be a problem. You could just phase to any you wanted when you are next to it.[/quote] Rig
[quote who="ZEROibis" reply="11" id="1912344"]Actually I would like to see if some one made a "sword" mod that allowed battles in phase space or in between the planets like the series banner of the stars. Now that would be really cool![/quote] :) yes! now that would be cool! :) I would like to see that too.
[quote who="FearlessDefiance" reply="8" id="1912350"]You may want to check out "The last stand" mod, Mansh00ter, the main guy (not sure if he has a team or is alone) seems to have made something like what you describe with ships looking damaged, smoking, on fire as they take damage. Also, since you seem to know what your doing you may want to see if one of the mods currently going could use your help, that way they could help you as well.[/quote] I appreciate your thoug
Hi, I'm working on a mini mod, i call it "The Last War". It was originally "Last of the Advent" but i carried the idea through to include the other races and basically consists of a future 50 years from now, when the Advent, Tec and Vasari are almost completely destroyed. The Advent have a single Capital Carrier with a smattering of Abilities and a Scoutship and a MobileDefense for the Gravwell. The Tec have three Capitals and support s
Re: Last of the Advent... (The Last War...) [e digicons]:)[/e] I was playing a bit with the files this afternoon and got vasari and tec ships limited. I left 3 tec and 4 vasari. The tec have support ships, but no way to colonize. So that means only surviving in space and getting limited credits from the Dark Future map i made up, basicall, 64 planets, mostly spacejunk, dead asteroids, some asteroids, one random mix of habitable planets, the rest uninhabitable a
:) the rest of the galaxy will be dead. :( Or beyond reach. It is just an idea, not really a long drawn out idea for a new game or anything. Just a map or two, desolate, with crippled ships and altered values and almost no research and little or no chance of colonizing anything. And just enough trickling credits, metal and crystal to keep us all half alive. :) And battling 'til our last dying breath... :) <
Re: Last of the Advent... (The Last War...) :) I was playing a bit with the files this afternoon and got vasari and tec ships limited. I left 3 tec and 4 vasari. The tec have support ships, but no way to colonize. So that means only surviving in space and getting limited credits from the Dark Future map i made up, basicall, 64 planets, mostly spacejunk, dead asteroids, some asteroids, one random mix of habitable planets, the rest uninhabitable and some worm hol