Moguta

Moguta

Joined Member # 3536049
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[quote who="GoaFan77" reply="484" id="2400139"]And yes, despite the movies, the Venator's green laser's are intentional, both not to get them confused with Ion cannons (which are the blue lasers on all the other ships) and because any Venators still in the Imperial fleet would have undoubtably been upgraded by the Galactic Civil war with more modern rapid firing green turbolasers. However, I think the Venator (and a couple of other capital ships) needs a bit of a redesign anyways, so they mig

827 Replies 2,312,138 Views

I know you folks emphasize that your mod isn't about high-graphics, but I'm curious what the reason is that you don't use downscaled versions of Bridge Commander modders' ship models & textures? There were some ridiculously detailed ships modded into that game. And there's the fact, too, that the models are already done, no need to work from scratch. But I assume there's some pitfall I'm missing.

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I'm working on tweaking the graphics, so let me know if any ship GameInfo files have to be changed for 1.041 compatibility. Also, I notice that in the movies, the Venator-class uses blue lasers. Since blue lasers are already in the mod (just not used for the Venator), I was thinking of changing it to match movie canon. Also, I'd like to add a beam weapon to the Venator as an ability. In the first couple minutes of Episode III, you'll notice a beam weapon suddenly l

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[quote quoting="post"]+ Jam Weapons will now only be autocast when a threshold number of enemy strike craft are in range. (Entrenchment Only) + Improved AI and autocast usage for Flak Burst, TelekineticPush, MassDisorientation and PhaseOutFighters. (Entrenchment Only) [/quote] THANK YOU! These changes are certainly welcome. Now I won't have to sit around and micromanage my battleships' Flak Bursts!

45 Replies 84,666 Views

[quote who="Major Stress" reply="1457" id="2395799"]There is much we need to check over in SoA2. Distant stars i am assuming is just map changes (i haven't played it). SoA2 is an almost everything change. Which means we have to check EVERY file. Its gonna take time. Like i said be patient.[/quote] Distant Stars actually mods a fair bit. It includes a graphic mod that I'm certain changes some GameInfo, Mesh, Texture, and

1,969 Replies 4,035,012 Views

Major Stress: I notice that the Distant Stars mod already has Entrenchment 1.04 compatibility working. I know that a total conversion mod like this overhauls much more, but perhaps consulting with the Distant Stars team would be helpful.

1,969 Replies 4,035,012 Views

[quote who="tesb" reply="1450" id="2395588"]Why don´t you upscale planets and gravity wells by 3 or 4 and keep the starbase on it´s original size? (this would also make the game a bit more realistic looking)[/quote] Likely because this would introduce a few other issues, such as ships taking 3-4 times longer to cross a planet's gravity well, unless you speed them up by that much, which would itself cause other issues... In that respect, scaling huge objects down ma

1,969 Replies 4,035,012 Views

Does anyone have the old Distant Stars 0.86 patch? I'd rather not update to Entrenchment 1.04 at this time, due to the number of other mods that have yet to be updated. EDIT: Nevermind. I found patch 0.86 looking back a few thread pages: https://forums.sinsofasolarempire.com/335474/get;2367864

8,423 Replies 15,734,941 Views

Good game guys, was awesome to play for the first time. As for the Kling over Fed advantage, perhaps we can come to an agreement to balance teams with equal amounts of Fed and Kling players. Either that, or only play Feds against Feds, or Klings against Klings. [e digicons]:d[/e]

1,969 Replies 4,035,012 Views

Actually, there are muzzle effect for both Star Wars red and green lasers. Oddly, the Imperial ships use the red SW muzzle effects, the Rebel ships use the Sins laser muzzle, and no ships use the green SW muzzles. [e digicons]o_O[/e] I'm going to try to mess with the graphics, so you needn't bother tweaking the files. I just need to know how. From what you describe, it seems I need to access the files like "CAPITALSHIP_IMP_ISD0.entity"

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[quote who="derenek" reply="464" id="2386844"]the line where it says muzzle effect in the weaps description can have the effect either replaced by a different particle file, or removed altogether.[/quote] Thanks for the info. Unfortunately, I have zero experience editing non-graphical Sins files. Could you tell me how to access the weapon descriptions?

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To JasonFJ or GoaFan, whoever is currently managing the project: I fixed the problem with the huge turbolaser shots streaking *though* their targets. Now they will stop right on the target. Changed particle files here: http://www.mediafire.com/file/yd0wc5mtmtl/Star Wars Requiem - corrected lasers.rar However, I also noticed a couple things in the process. Imperial

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[quote who="Moguta" reply="1344" id="2384690"]Do you guys hang out in a certain Ironclad Online channel? "SOA2" or something?[/quote] If not, you guys really ought to make some sort of ICO channel for SOA2 players to gather, and mention it next to the scheduled multiplayer games in the main post. I'm sure some people will want to play at unscheduled times.

1,969 Replies 4,035,012 Views

[quote who="derenek" reply="446" id="2379323"]I posted a youtube gameplay video at http://www.youtube.com/watch?v=w9lJIWv8vqI[/quote] The HD is beautiful. But you're only getting about 1-2fps in your capture. Might want to consider capturing it in YouTube's HQ resolution rather than HD.

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[quote who="danielmoore" reply="1231" id="2377255"]also the episode where the lakota attacks the defiant the captain says "someone put special hull plating(armour) on the defiant and didnt tell starfleet command"[/quote] Hey, that might not be a bad idea for a passive Defiant ability! "Special Hull Plating"

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And I imagine it's not possible to set a projectile to spawn some distance away from the hardpoint, or say to make the "muzzle flash" spawn it farther out somehow? Hrm... or... this probably wouldn't be easy, but could there be some sort of initial animation, of much shorter physical length, that transforms into the heavy turbolaser shot?

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[quote who="Mayes" reply="423" id="2367972"]My only complaint about this otherwise incredible mod, is that the lasers look funky in space combat. They don't quite impact the target, as much as go through it, while still registering shield hits etc.[/quote] I noticed this as well. Does it have something to do with all Sins weapon projectiles existing at a single point? Meaning, with turbolasers that large, it would either appear to oddly originate INSIDE the firing ship (if th

827 Replies 2,312,138 Views

Patience, young cadets. The simulation will be released when it is released. I am eager to experience it as well, but let the modders do their thing. If they release it too early, the chorus of fans yelling for a release will turn into a mob of fans yelling at them about how it doesn't work.

1,969 Replies 4,035,012 Views