Really, there should be an option to set up a continuous feed to allies. Being able to set a % tribute that automatically transfers would help a lot.
Wintercross
seriously , Seleuceia is not the problem with this thread.
While I originally thought this guy was just ignorant, I am now convinced he's Trolling. You can tell a troll by the 'drama' and the excessive use of large font.
[quote who="jeff28" reply="2" id="3440475"] Oh, okay. Like i said its been a few years so wasn't for sure, Thanks for the reply![/quote] There was the tutorial thing which might have messed with your memory =P It is a shame there isn't the ability to make a campaign.
stupid triple post or something
stupid triple post or something
[quote who="Sinkillr" reply="2" id="3441378"] Increasing range will allow it to target more at once ships, thereby reducing the amount of damage inflicted per ship. Since flak doesn't have the best dps, it will deal a severe nerf to their ability to deal with light frigates.[/quote] You are absolutely wrong here man. The way target per banks works, it applies FULL damage per target. There is no splitting of damage or anything. Having more targets per bank actu
[quote who="Frogboy" reply="119" id="3441174"] The system is going to be different than any discussed so far. Let me put it this way, EARLY in the game you won't have any tactical battles at all. So the first 20 or so minutes of the game, battles take place on the strategic map.[/quote] I am interested in what you guys come up with and I'm sure it will be good. However I am still on the fence about not being able to use the Sovereign directly as
[quote who="GFireflyE" reply="110" id="3439924"] Quoting Wintercross, reply 109 I feel the same about this! I liked building my Sovereign into a powerful combat sorcerer and use them to spearhead my attacks. Heroes usually become city governors for me apart from one or two who either lead a secondary force or join my sovereign in questing. How about this as an option: Give the player the ability to have the sovereign leave his tower, but at t
[quote who="AceXMachine" reply="2159" id="3439994"] Quoting Wintercross, reply 2155 You want to look at how Raze Planet is constructed. Abilities work different to weapon banks, so when you set it to 2 bursts it will only fire 2 shots. Not 2x number of hardpoints. If you set up the ability similar to how Raze Planet is set up, you can make it alternate from different hardpoints. This worked perfectly, thank you. I completely forgo
[quote who="Dhuran" reply="55" id="3437965"] Quoting Heavenfall, reply 20 The only thing that I feel strongly against is that the sovereign doesn't leave his stronghold. I usually play the entire game with my sovereign, and relegate city defense to the many heroes that I find. Personally the sovereign I created is more interesting to me than the random heroes I come across, simply because I created them. It makes it more fun to develop the character as opposed to o
crikey... take it easy guys. This post is for talking about SotSS current and future plans, giving info to the community about the mod and boosting my ego =P If you wanna argue about Freelancer mechanics or so on then this really isn't the place. Back on Topic: Thanks to rjhughes67 SotSS now has a fancy main menu: <img src="http://img
[quote who="AceXMachine" reply="2154" id="3439802"] Thanks for the help, I managed to get it to an acceptable level using it as an effect sound with some tooling around with the audio itself Now for another issue on a different ability/buff. I have a ship with 2 forward missle banks. It is set to fire 2 missles at a time, one from each bank. I have created an ability/buff to fire 2 high-yeild warheads from these banks but the issue I am hav
[quote who="jsheeh9427" reply="81" id="3439563"] You make that sound so easy. What is the best editor for fixing and how do you convert to Sins? [/quote] I personally use milkshape for fixing the models, then convert it into XSI to add mesh points and tangents. Then you use convertxsi tool to convert the .xsi into .mesh. If you have even a basic grasp of 3d modeling (which is pretty much what I have) then it
[quote who="Yholl" reply="159" id="3439483"] I have an idea for one more, but it requires repurposing of some DLC content. My idea was that you repurpose one of the new unlockable planet types to be a Station planet type, which can be applied to all sorts of things, like Gas Miners, abandoned prisons, supply depots or whatever. The population of these planet types would be quite low, but the LPI has upgrades that boost their population immensely by sending prisoner work forces to live t
[quote who="Yholl" reply="157" id="3439408"] Only 1? Damn, I was hoping to have two... Well, it'll still work fine, as all the research there is somewhat related. Heres a very vague description of what I'm working on here.... Well, kinda vague. There are many words in it, beware. I was thinking that the research, unlike vanilla Sins, should be 80% credit based with cost, due to research grants and all that. I was considering having resource costs be b
Man, the Nitrous engine is going to be perfect for Freelancer... even fighters can have independently targeted turrets....
[quote who="Yholl" reply="152" id="3438929"] Wintercross, have you got any preferences to how weapon research should go? The current tech tree I'm building has a huge amount of weapon research so you can pick and choose upgrades to benefit your current ships the most, but it might take up too much space. I've got seperate weapon upgrades for 6 weapon types, not including missiles... Should I combine the upgrades for capital grade weapons with th
[quote who="Yholl" reply="148" id="3438646"] Yeah, I just haven't gotten around to it yet as I've been full-on modding a different game lately, trying to get out a new beta release. I haven't been able to work out the best way of displaying a rough draft research tree, so I haven't really started yet. If you've got a good idea for how I could present it, I'll get started right away. Otherwise I was just going to end up modding it directly in
[quote who="Yholl" reply="146" id="3438457"] Quoting StormingKiwi, reply 144What do you mean, vaguely defined? Don't fly so close to the sun! And I'm pretty sure there was an option to turn planetary atmospheres on so you could see a safe zone you could fly in.. There wasn't such an option. And as for vaguely defined, the coronas are not based on the type of star at all. So Sigma-17 has Medium stars with a 6K corona, Omicron Gamm
[quote who="StormingKiwi" reply="144" id="3437660"] Quoting Yholl, reply 137 * Yholl remembers that he no longer has to worry about vaguely defined insta-kill coronas and planetary atmospheres. * Yholl is comforted. What do you mean, vaguely defined? Don't fly so close to the sun! And I'm pretty sure there was an option to turn planetary atmospheres on so you could see a safe zone you could fly in..
Here is a short video showing off some of my new particle work: [video]http://youtu.be/RIFIXhRN0P8[/video]
You know what would make a great DLC? tools for making campaigns and/or senarios. Script triggers, player set up and so on for custom maps.
[quote who="GoaFan77" reply="2136" id="3437085"] Does anyone have any insight whatsoever into why XSI tangents will only take my original UV map, not the new one I made for them? No matter how many times I delete the tangents and projection and try again, I get "Invalid procedure call or argument "Get Value"". I used to get this to work if I was stubborn enough but I must have made 10 tries now on several different models.[/quote] I've had that happen to me be
[quote who="Seleuceia" reply="2119" id="3435924"] Look in the relevant sounddata file in GameInfo...logically, you'd want it to be an effect so I'd think you'd want it your entries to be in that sounddata file... In there, you can classify which type of sound it is (effect, music, etc.) to determine which of the volume controls in game settings will affect it... I would suggest that you mimic the same settings as other effects...it probably has the sett