[quote who="myfist0" reply="10" id="3468365"] Ya, multiple mods is to much. That's why I made the Homeworld Vengeance mod under a pseudonym, so I could pass the thread on to someone or a team. I had a bunch of the models ready, but no offers to help means no Homeworld mod. Too bad, so sad. Homeworld - Vengeance[/quote] I was considering a Homeworld mod. Was going to make the Mothership a mobile starbase so that it can build all the other s
Wintercross
Between working on upgrading the Empire is 7DS and other stuff I'm slowly working on the next patch for SotSS Just wondering what people think of the Alpha so far? anyone picked up on any bugs?
[quote who="Seleuceia" reply="12" id="3468517"] More likely, they are using a Boolean to check if the grav well already has a starbase....[/quote] I'd say that is probably it. It's annoying too since they don't seem interested in changing it
[quote who="Ryat" reply="6" id="3467536"] The problem is when you attempt to move in another starbase into the a gravwell that has the double base bonus. You can build two (or three or 5 etc) but you cannot move in a starbase if there is already another one there. And its hardcoded. Even an issue with stars.[/quote] Yeah, it is this hardcode (which wasn't there originally) that has caused me quite a bit of trouble with Sins of the Sirius Sector. I had
[quote who="simonak" reply="2273" id="3466926"] Hi, new to models and how to convert to a Sins format. Got a question. I got some models from EvE Online, managed to sort out the textures etc by using Zombies video on moddb but he didn't cover what a "root point" is. Kind of lost on that front, can anyone help? Bit confused by it, something about auras as well.[/quote] A rootpoint is just a null named rootpoint which is used as the 'parent' of all other
You know what would be good imo? being able to set up a constant % 'trickle' that automatically sends resources to allies.
[quote who="Lavo_2" reply="2266" id="3464209"] Quoting IskatuMesk, reply 2265Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins. You can disable shield mitigation entirely by removing the minimum 15% from each PlayerRACE entity.[/quote] That's what I've done in SotSS. removed the minimum and the mitigation growth from the player entity
Yes, I do intend to do this at a later point. I plan on having small maps based on a couple of systems, as well as one big sirius sector map
[quote who="Seleuceia" reply="40" id="3457545"] Players should get killing streaks for killing capital ships...kill 3 you can see whole map, kill 5 you can spawn a gamma burst, and kill 7 to earn immunity to minidumps.... [/quote] And it should have an announcer voice like in UT. DOUBLE KILL.... MULTI KILL.....
Well my beams have very short duration, shorter than the refire rate. If I set more than one target they fire two sets of beams from the one point at multiple targets...
[quote who="Lavo_2" reply="6" id="3452985"] Quoting Wintercross, reply 5That is actually wrong. SynchronizedTargeting means all shots fired from that weapon will hit the same spot on the target. No, he's right. It also has the secondary effect of only hitting a single target per bank.[/quote] Well that's strange. It must effect beam weapons differently because I find my broadside beams fire at multiple targets even with SynchronizedTarget
[quote who="GoaFan77" reply="1" id="3452786"] Nope. However, all entities have a line called SynchronizedTargeting for each of their weapons. Among other things, setting this to TRUE will force this weapon to only fire on one target IIRC, regardless of how many banks the target should be able to fire at. I'm not sure how this works if the weapon can fire in multiple directions. [/quote] That is actually wrong. SynchronizedTa
[quote who="Protoplazm" reply="75" id="3449350"] This secret strategy is so secret that NOBODY USES IT! I've never seen any pro break out this strategy in any games whatsoever. Or, could this be more proof that they are duping all of us by NOT USING it or else we would all learn about it???[/quote] I think you've solved it!
Latest version (Alpha v0.2) is currently uploading at ModDB =D :EDIT: Alpha v0.2 is up, get it at ModDB or at the NEXUS
Looks awesome man!
I'm almost ready to release the next alpha (v0.2) which will add Rheinland into the game. Just need to add in a siege and colony ship to them, and make the AI versions of Liberty and Rheinland. I need to make AI versions of each faction as some of the abilities and techniques I am using don't play nice with the AI =P
Is there any way to get a spawned ship to say the onbuild line when spawned?
just wondering, is there any other options for: spawnShipsHyperspaceSpawnType "FleetBeacon"? or is "FleetBeacon" the only choice?
That won't fix the strain, strike craft cause more stress in battle, when all those entities are targeting, fireing and pathfinding their way around. Outside of battle they just follow their host.
[quote who="Lavo_2" reply="4868" id="3442932"] Quoting Makon86, reply 4867I know Wintercross is using some different models that look very nice. As sparda said, get in touch with him and maybe send him a model or two ( I think he did the ISD1 already) for comparison to see how both versions stack up! Not to be arrogant, I can tell you for a fact that Max's fixes are better, as they do not exclusively address tangents, but they also make the models less RAM intensive
[quote who="Sinkillr" reply="68" id="3442969"] Quoting Wintercross, reply 67The fact remains that if you've done any modding for Sins you can clearly see that stat wise LF's will counter Flak. Flak has the advantage of 4 arcs and rapid fire weapons, but their damage type is not very effective vs anything but fighters. Especially if it takes intense micro for them to be effective. Then it becomes skill based rather than the stats of a ship being op. A unit i
The fact remains that if you've done any modding for Sins you can clearly see that stat wise LF's will counter Flak. Flak has the advantage of 4 arcs and rapid fire weapons, but their damage type is not very effective vs anything but fighters. Especially if it takes intense micro for them to be effective. Then it becomes skill based rather than the stats of a ship being op. A unit is overpowered if it requires little skill to decimate an opponent with littl
I'm currently working on a major overhaul of the Empire Faction for 7DS. Pretty much all the models are being redone as our old ones have plenty of terrible tangents... The ship line up may change a bit, and generally Imperial ships will be buffed and brought closer to cannon (not 100% but as close as I feel is appropriate for 7DS) as a result of this Imperial ships will likely receive a supply/cost boost to balance things out. Imperial ships are generally pretty powe
[quote who="AceXMachine" reply="2173" id="3442153"] Quoting GoaFan77, reply 2172 There really is no "Up" or "Down" for firing archs. Per the entity files, there is forward, backwards, left and right that you can set damage for, but up and down are just kind of ignored. If you place a ship directly above another ship, you'll notice it has to turn to face up before it can fire. Technically you can aim a mesh point directly up if you wanted to, but again it will s