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I built a new unit for TEC called an Interdictor that had it's own small mobile phase disruption field and could also deploy small phase disruptor structures. Works great for building blockades at stars! The AI builds them... but it never uses the deploy mobile phase disruptor ability... guess it doesn't know when or how to do it. Did the same for Advent with a antimatter support ship that had a boost antimatter ability and could deploy a small mobile antimatter recharge

11 Replies 3,849 Views

Highly doubt it, but great idea. Scripting on planet events like bombardment, colonization, etc... could lead to some cool additional effects.

1 Replies 3,812 Views

I personally think that it's modability is the best aspect of the game, and hope that with every release (paid for or not) it becomes all the more moddable. I'm more interested in the ability to expand and tweak content than in tools. Let us make the tools.

13 Replies 5,515 Views

RE: the Eve models. I've had two accounts with them for over 5 years now, so I will draft a most eloquent supplication to CCP asking for use of such. Surely they must see the free marketing this gives them? Surely those of us who are already Eve veterans have at least this much? Surely even CCP could learn something from our development efforts that may help them in future Eve implementations? I'm confident we can talk them into it. ============= <

170 Replies 353,274 Views

Bump. I second this idea. I like VERY large long-lasting SP games and find the same problem. It makes it very easy to beat the AI, even with them all allied against me. But then again, the AI in general needs much improving... especially for mods. It does the strangest things with new ships I make and has no idea what to do with the deployable mini-structures I made.

11 Replies 3,849 Views

I think changes to gameplay would fit into an update after Version 1 clones Eve's ships and such. Some ideas for new gameplay: Mining? Moon mining? POS (Waiting for Entrenchment) I would like to make the map so stars connect to only certain stars (ala Eve Jumpgates), not any star on the map. I'm open to anything... i'm still looking over the massive content of Eve and trying to see how far we can stretch the modabili

170 Replies 353,274 Views

http://www.newedenlibrary.net/sigs/models.shtml Good place to start. I have Eve installed on my desktop, i'll try this out when I get home. ===================== My main goal is just to get some new multiplayer content (I'm sure we'll confuse the AI to all hell). I'm a coder by day, so this sort of thing combines my favorit

170 Replies 353,274 Views

Does any kind soul out there with 3DS Max have a set of Sins ship meshes in XSI format? It would be most appreciated and would help me learn a bit more about modelling in XSI. OR Can someone tell me how to convert the Sins meshes to XSI? Is there a free trial of 3DS Max that can do it? Thanks all!

1 Replies 2,126 Views

It's time to bring the best space MMO ever to the best space RTS ever... First question: is anyone else already working on something like this? If so what have you done so far? Would you like to collaborate? Now I know that a game as complex as Eve cannot be fully incorporated into Sins... I just want to take the best elements and come up with a good mix. ============= I first want to go over the various aspects of Eve and hash out what we can and c

170 Replies 353,274 Views

4 types would be plenty. I wonder how hard that is for Ironclad to implement? I can accomplish it with abilities that spawn frigates of course, but that then limits giving other abilities to the ship. An increase in the number of abilities per entity might also help with this.

9 Replies 4,107 Views

Sounds like Eve! Indeed. The mod I'm working on is an Eve mod. Best scifi MMO ever. I'm a seasoned .NET programmer but the 3D modeling hurts my brain...

9 Replies 4,107 Views

[e digicons]:S[/e] on points 1 and 2. I was hoping to create some additional fighter entities, including two that would act as bombs/missiles. One with a Weapon Jam-like ability the other with Phase Disruption that would destroy the squadron at after it's payload is delivered. I guess I'll have to do those as abilities that spawns some sort of frigate so it can have abilities. The two squadron type limit really sux though because more fighter entity types wo

9 Replies 4,107 Views

I have some questions about how expandable Sins is. What is the maximum number of frigate types each race can utilize? It appears to be limited to 18 by the UI (9 light, 9 heavy). In the player entity files, I notice a "page" label in the list of buildable frigates... does this imply that multiple "pages" or additional ship type groups can be created? Same questions as #1 and #2 for orbital structures. How hard is it to determine how the AI will pe

3 Replies 2,417 Views

Can fighter entities have abilities? What is the maximum number of squadron (fighter) types a carrier can build? Is it hard-coded as 2? Can fighter/bomber flight behavior be changed in any way (i.e. escort fighters)?

9 Replies 4,107 Views

What a pain! This system they've used is simple for regular play, but for expansion modding, it makes many things difficult if not impossible! Finding empty slots alone can be a real pain, especially if you want prerequisites. Only allowing 2 prerequisites is meager as well. I'd like to start a thread on ideas of how to make room in the research tree for more subjects. Can we shrink the icons to make room for more rows/columns? Can we expand the w

1 Replies 1,923 Views

It all worked great until I had a mini-dump after about an hour of gameplay. Both the AI and I used them just fine... not sure what happened. Also the isFirstCapitalShipIsFlagship flag disables ALL free first cap ships. I want to enable/disable just specific cap ship types as freebies.

12 Replies 4,779 Views

My first mod involved just adding one new capital ship type to each race. It was a Super Carrier class with 50% larger squadron capacity and growth and also had some fleet support abilities. I justified its pwnage by making it extremely expensive and costing 75 vs 50 ship slots. It worked great for a test game that I played for about an hour. Both the AI and I built and used the ship with no issues. Then suddenly I had a mini-dump. ====== So..

6 Replies 3,522 Views

Another couple questions about Capital Ship modding... Can you prevent a type of capital ship from being built as your first free one? Can they have research prerequisites?

12 Replies 4,779 Views

--EDIT: Found it... forgot to add the entry to the player entities. Now if I can only learn how to make ship models... [e digicons]:rolleyes:[/e] -- I'm trying to add a sixth capital ship to each race, but can't seem to get its icon to appear in the HUD. I've added the necessary files as far as I can tell. If there's anyone who's done this, I'd appreciate the help. Thanks

12 Replies 4,779 Views