Nuttygamer

Nuttygamer

Joined Member # 3428665
18 Posts 1,187 Replies 21,888 Reputation

You don't need the dvd because, hard drives these days can allow you to literally copy entire dvd and still allow you to do other thing on your comp, and because it is a logical progression from running things from 6 inch floppy to floppy to cd to dvd to harddrives

34 Replies 66,332 Views

[quote who="jtillung" reply="1567" id="2447132"]Please make Bailknights graphical changes an option or tone them down a lot. They are just to much right now. Impossible to get good screenshots of battles as most ships are engulfed in a big glow from weapons fire.[/quote] Lol that would require a near total overhaul of all of the particles My suggestion is to compare all of the particles file in the particles folder of the main install to the mod particle file, whene

8,423 Replies 15,753,131 Views

Seriouly, even if Sins were to cost as much as it was selling before the expansions, I don't mind buying...however, it will require major overhaul on some spot, AI for example, and most of all, the feature that currently drives me nuts is the pathfinding, now if that was going to be imporved in the next game.... hell even if it is the same content as it is now but with a way better pathfinding, i don't mind rebuying it

9 Replies 32,810 Views

[quote who="TheRezonator" reply="1558" id="2444201"]i just thought of something, i remember Mooster talking about how missiles generally get outrun by ships when the Dynamic Movement mod is switched on... is it possible to increase the speed of the missiles? also, how does it affect gameplay? as in, is DPS still applied if the graphic is messed up? if so, it should just be a simple matter of fiddling with the graphic right?[/quote] Well sure if missle go faster they hit the

8,423 Replies 15,753,131 Views

[quote who="EternalRequiem" reply="1524" id="2438122"]with the dynamic mod added to it... you guys could possibly make the mass of the ship effect it's speed in dog fights with other captial ships or cruisers for that matter. Capitals should move much slower when compared to smaller classed ships due to mass and the effect gravity has on them. Since cap ships are large they technically have a gravitational pull on objects nearby... but nothing like a planet or a star lolz. Best bet would be t

8,423 Replies 15,753,131 Views

[quote]Hull Speed 100%------------100% 90%------------100% 80%------------95% 70%------------90% 60%------------80% 50%------------65% 40%------------50% 30%------------35% 20%------------20% 10%------------10%[/quote] Problem with that is that the game engine isn't design to work that way. However, I have taken you people's inputs for the mini-mod,

8,423 Replies 15,753,131 Views

As for the first part, I suggest that you mix and mash different abilities as your example, I would start from looking at the Mazra's missile barrage, as I understand it, it has to stop to do the ability and mixing with the values for the flaki gunes on the kol. As for the second part, create multiple of the same ability file and change the onces you want

3 Replies 4,643 Views

[quote who="rayadrel" reply="1477" id="2432679"]I notice that now starbases have 20 upgrade slots so they can get every upgrade available. Is this intentional? It seems a tad overpowered, especially with an Advent starbase with all hull/weapon upgrades, disorientation, all 4 hangar upgrades and meteor strike along with it's allegiance and culture boosters.[/quote] Are you using the Dynamic mod? cause I modified it so that it allows all of the upgrades

8,423 Replies 15,753,131 Views

Lol it should happen since you are running vista. Although, it should be that jecky, I have played vinlla sins wiht much much more insane ship count, 3k fleet supply per player, 50 caps and 10 players 8x with 2gb on xp it wasn't that bad, all insane detail

5 Replies 8,504 Views