Wintercross

Wintercross

Joined Member # 3867128
2 Posts 164 Replies 19,701 Reputation

There are some tutorials around the forums that should be able to help you importing models (assuming you have some to import) Other than that there is the fall of kobol with you could look at for some ideas.

17 Replies 13,840 Views

I've been playing Open Xcom recently. Man it is so much better than the new Xcom (apart from graphics fidelity) Got my bases spread out Xcom HQ in north America near New York, Xcom Israel is an interceptor base, Xcom Japan is primarily research focus and Xcom Australia is a secondary solider base for protecting the Oceania region. Going to build another base in Europe somewhere.. either the UK or Russia, not sure yet and then another interceptor base in Brazil.

68 Replies 212,079 Views

There was at one point talk of giving us access to scripting/'triggers' in the maps, but that obviously fell through Shame, having map trigger based scripts would have meant we could make campaigns or unique scenarios

8 Replies 7,521 Views

I'm glad common sense prevailed for you guys! Does Rebellion Developments even know what SoSE: Rebellion is about? Do they even realise it is the third expansion (albeit standalone) to a fairly successful game? I get fairly offended when developers use the argument of 'confusing customers' for stuff like this. Do they really think we're so stupid?? I'm really happy you guys stood your ground and didn't cave to the pressure! Justic

57 Replies 523,175 Views

IskatuMesk might seem a bit abrupt, but the point he is making is that you can't expect people to just jump out and help. Modding IS a lot of work and 99% of it can be very tedious and boring. I love modding, but damn it is hard to motivate yourself to even just converting models in XSI with making hardpoints, hooking up textures (of which you have

17 Replies 13,840 Views

Oh!! While we're talking about stuff for Sins 2 how about proper formations as well as spacing!! I want the ability to choose different formations like Wall, Line, Delta, Sphere etc. While choosing the spacing (tight, normal, loose) would effect how close they bunch up together.

16 Replies 43,735 Views

[quote who="RespawnedTitanL10" reply="9" id="3474533"] Quoting Wintercross, reply 7[...]Something akin to Supreme Commander[...] If we get into that, ETAs for ship movements and split-screen or multi-display support would be in my top 2-3 items to borrow from Supcom. Wouldn't it be nice if you didn't have to calculate in your head how long that Protev needs to regenerate AM after jumping to colonize? Or even how long the whole jump-then-colonize order

16 Replies 43,735 Views

I would love to have true stealth and I also think extended sensors. So for example you might have a sensor array on one planet. You can see 'pings' of ships moving around in another grav-well but not what type of ship. True stealth would also be great for ambushes and deeps strikes etc. (as well as making mines more useful) I also think some kind of Line of Sight would be cool too, but I know a lot of people might not like that. Something akin to Supreme Comma

16 Replies 43,735 Views

[quote who="lordcronos" reply="2297" id="3474265"] Hello Guys Again! I was wondering that if anyone would help me a bit with 3ds Max 2013 and the SOASE 3dsmax importer and exporter tool updated for Rebellion. I am not a modeller, and the only think i learned so far is how to import a bunch of Sword of The Stars assets and set them up with their respected textures so they are looking gorgeous but only within the confides of 3ds Max. The next step would be to set up the hardpoi

2,761 Replies 7,658,888 Views

[quote who="Stilat" reply="5" id="3472135"] Yes, lets nerf the vasari to the ground... Surely they didnt get enough nerfs the last five patches right?[/quote] I don't mean Vasari starbases... I mean ALL starbases. If starbases all had a supply cost then it would just be awesome in my opinion. (and at the same time resolve the potential abuse of mobile starbases without having to resort to hard-coding restrictions that are currently in place)

80 Replies 459,755 Views

[quote who="Lavo_2" reply="2284" id="3471431"] Made an interesting discovery right now. It appears that particle effects have "priority" over shield meshes. To illustrate, say you have a ship that is made invisible. It's actual "mesh" is created through a particle effect of size 1x, while the shield mesh of the ship is the "mesh" at a size of 1.03x. When the ship is attacked, you will not see the full shield mesh flare up, even though it is bigger, you will only see the outer edge o

2,761 Replies 7,658,888 Views

[quote who="Frostflare" reply="3" id="3471094"] The Kostura Cannon does two things: Damages orbital structures around the targeted planet and stuns them for a short period of time Creates a Phase stabilizer node at the targeted planet for a short period of time, allowing ships to phase jump there from any other planet with a phase stabilizer node Phase stabilizer nodes allow Vasari ships to bypass phase lanes, jumping FROM any planet with a phase stabili

5 Replies 16,506 Views

[quote who="Barn0" reply="177" id="3470234"] Hey Wintercross, I've been playing your mod for about a week now and I have to say it's been very enjoyable. Thank you very much for putting the effort in to create it. I have however just had my first mini dump, would you like me to send you the data? Thanks again Barno[/quote] I'd have no idea what to do with minidump data to be honest.<b

223 Replies 602,986 Views

[quote who="Falcon74" reply="175" id="3469586"] A new download seemed to fix the Ui issue. The Liberator ships are also behaving properly now, had to switch off boarding parties ability which defaults to autocast enabled, after I did that everything was ok. The gravity wells distances don't seem as bad as before now. Like I said something must have messed up on the download. I'll also use the tactical grid like you suggest, the typical Sins displayed gravity wel

223 Replies 602,986 Views

[quote who="GoaFan77" reply="2281" id="3469658"] You are over thinking this. Yes firing arcs seem to be somewhere between 120-180 degrees degrees and no they are not moddable. Weirdness with moving targets occurs because weapon effects are purely cosmetic in Sins. When the weapon was set to fire and did its damage the ship was in arc A, but it then moved into arc B so the weapon effect fired into arc B, since it will always hit its target. Its just like missiles continuing to follow the

2,761 Replies 7,658,888 Views

[quote who="kolrin" reply="171" id="3469060"] It is waiting for the next update, I urge all modders to join the development of this mod in order to expedite the development process, because it is the best mod in my opinion, Many thanks you for your work![/quote] Thanks for the kind words! I would appreciate some help with the mod, but most people tend to work on their own projects and I don't mind slowly working on SotSS as I enjoy it =D I've al

223 Replies 602,986 Views

[quote who="Falcon74" reply="172" id="3469406"] Based on how really awesome this looked I was tempted to try it, plus I used to play Freelancer to death so its not like I needed an incentive. On first impressions its incredibly faithful to the original game but some really bizarre stuff happens. Now I don't mean Nomads so bear with me. It doesn't matter which map I play but the gravity wells are completely messed up, the ship yards and resource asteroids are a fair distanc

223 Replies 602,986 Views