If it's nothing but the small ships it's not as bad (unless of course they have dynamic AI on, then everything goes straight to hell as soon as they find a target). But anything bigger starts having problems with 3+ ships. The AI likes to set the corvettes as their flagship in the fleet as well, adding to the problems when 2+ of the larger ships try to converge on this tiny little corvette and get in the way of each other, meanwhile the corvette is moving around as enemies slowly die. <p
IskatuMesk
Ah. Okay. That clears that up. I thought that may have been the reason. It's good to know for sure.
If you ever wanted to find a ship that could obliterate pretty much everything ever, you need not look much further than this. The model is still not finished, it needs moar detailing, moar guns, and the structure for the bottom weapon systems needs to be improved and reinforced. This is the Glecterror, a model I created a while back that I am returning to finish. The long, thin extrusions are Proteus-based Stormfront cannons. [img]http://img25.imageshack.us/img25/2398
Test report - Last night I added the Vykalis Corvette. This is a corvette with the ability to colonize. It is classified as both a Colony and a LightFrigate. I removed the Phase colony ship from the PlayerXi.entity file in turn. I set the Gorekhan to use the "Carrier" roletype and stattype. Since the Vallus was already classified as a LRM frigate, I removed both of the Phase variants of these ships from the Xy file. Bad idea. Without that colony ship in the file
Depressing, but not wholly surprising at this rate.
Well, is it contained in those shader files? Can you reference to it from a Particle? Because whenever I referenced to one of those shaders from a particle it would be invisible.
I would kill to get the distortion effect the Star's use onto a ship mesh somehow.
I use design 2009. I'll have a look at the auto unwrap tool but I'm about as competent at making textures as I am at having a social life. Aka, I'm better off driving my face into my desk at half the speed of light while screaming something clever, like "MY WIFE FOR THE HORSE!" But hey, if it can fix the annoying texture stretching that happens on some parts of my models from the tiling, it'll be an improvement!
ModDB is like a bad punchline.
I HEAR THE CALL OF THE WILD ON THE PROWL READY TO TRACK [img]http://fc00.deviantart.net/fs70/f/2010/037/2/5/Xy_Ghattakhan_A_by_IskatuMesk.jpg[/img] [img]http://fc05.deviantart.net/fs71/f/2010/037/e/b/XyKranasha_Ghattakhan_B_by_IskatuMesk.jpg[/img] [img]http://fc02.deviantart.net/fs70/f/2010/037/1/b/Xy_Ghattakhan_C_by_IskatuMesk.jpg[/img] 16.3k poly
Oh. Okay. So, if a hit effect is active from the first attack, the second hit effect won't show up? So, the way of compensating is to time the volley to the last particle's lifespan? Got it. Thanks!
So... I presume by the lack of responses that there must be some hideously obvious setting I'm missing somewhere and everyone is overwhelmed with laughter. Please enlighten me how I can fix this! :D
It is as the title says. http://www.youtube.com/watch?v=qABftnZNDto I'll make more tutorials about the subject of sound engineering or other areas if requested, if it's within my skillset.
I use 3ds max. I've used it for close to 7-8 years and still have absolutely zero idea what anything past the most basic of functions do.
Updated another one of my older models. 6.8k poly, may add yet more guns if I feel daring to break my desired polycount for this class. [img]http://fc03.deviantart.net/fs71/f/2010/037/7/5/Anahn_Thunderhead_2_0_B_by_IskatuMesk.jpg[/img] [img]http://fc02.deviantart.net/fs71/f/2010/037/0/5/Anahn_Thunderhead_2_0_A_by_IskatuMesk.jpg[/img]
I see. I think I understand why some of the normal maps weren't looking correct, now. Thanks!
Aha. I guess I'll need to get some money on my credit card and get my hands on diplomacy, then. Not sure when that'll happen, but hopefully soon. I did notice the Ai *never* built the big siege guns, so hopefully I can encourage them to do that in Diplomacy somehow since they do get max tech now. I'll check the advent carrier, too. If the AI reads two roletypes then we'll be in business. And yeah I noticed that they [i]love[/i] carrier spam. I guess I'll have to give that role
Excellent information. This gives me some more info to work with. I didn't look at statCountType, I'm definitely going to check that out and see how the AI behaves with that. It's also good to hear your mod is working that way as well. I suspected that there has to be certain capital ships available immediately, particularly the two you mentioned, and possibly a carrier as well. So I'm aiming to set all 3 initial capitals to those, and the second tier to those that aren't met, and the
I see, that makes sense. I use dxt5 with interpolated alpha for all of my dds files - should I be using something different? Sorry, I didn't quite understand what you meant by that.
[quote who="LCCX" reply="4" id="2521004"]Hmm, yeah... The impetus behind my idea would be to provide a more thorough document to the community detailing what kinds of abilities are possible, especially for some of the more creative and esoteric solutions to desired effects.[/quote] As someone who has yet to really try messing with abilities yet and is very unfamiliar with the system sins uses, I would find this very helpful. I'm hoping you are able to make this happen. [quote]
Did you use an updated file from the latest version of sins and not from the ReferenceData that comes with the tools?
In all of my mods, making the AI the most functional it can possibly be is amongst my highest priorities. Without going too deep into my game design concepts, AI is a part of a four-section ring, including Gameplay, Graphics, and Sounds, that a mod should strive to deliver. But the AI in sins is vastly hardcoded. All we have to work with are some values in Gameplay Constants and the roletypes of ships. After hounding the forums with the search function, I have been unable to f
Yeah, I found that out yesterday by complete chance. I don't even know what you can change in those files for a mod, anyway. But removing them fixed the problems.
This has happened to me as well.