Wintercross

Wintercross

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

Wondering if someone can help me, I'm trying to make starbases and orbital structures have ambient sounds (kinda like the ships engine noise) I've tried using a passive ability with a sound attached but it seems to play the sound globally rather than locally (ie: you can hear the sound even when you zoom out or move to a different part of the map) Any ideas on how I can fix this?

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[quote who="rjhughes67" reply="2099" id="3434461"] On a Frigate mesh how many hard points are allowed per weapon ? what is the max?[/quote] I think from memory it is 20 per 'arc' (ie: forward,left,right,backward) per weapon. Weapon limit is 5 in Rebellion (weapon-0, weapon-1, weapon-2, weapon-3, weapon-4)

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[quote who="razzafazza" reply="16" id="3424951"] i d never thought i d write the following but between the upcomming Age of Wonders III (which looks absolutely amazing), the third fantasy strategy game you are already working on, Sovereignity (from the Panzer Corps-which was awesome- studio), Warlock 2 (warlock 1 was pretty fun though i prefered Legendary Heroes - i know for many it was the other way around though) and Endless Legends (personally i thought Endless Space was really meh a

206 Replies 1,577,576 Views

[quote who="ParadePartizan" reply="2081" id="3432286"] @Seleuceia The reason for my request is that it just looks better for the star trek mods i like to play (SOA2/Armada3). The ships use fighterattack style and it bugs me when they completely stop while turning around for a new attack run ( the fighters move while turning though ). @Wintercross Already tried out various combinations. I even gave ships

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[quote who="ParadePartizan" reply="2078" id="3432253"] Does anyone know if it is possible to change rebellion ship movement behavior (ships turning around in place) to the way it used to be in vanilla (ships moving forward while turning around) ?[/quote] This depends a lot on their maneuverability (as in, acceleration, turn rate, mass etc) It also depends on their current movement and their destination. If you tell a ship to move to a location behind it,

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[quote who="Yholl" reply="139" id="3431595"] What are your plans for the research trees? I imagine due to the Capital/Fighter weapon split, there would be restructuring of the weapon techs, at least. I was also thinking that maybe the Metal/H-Fuel costs of research be based on the type of research it is, like armor or hull techs would require large amounts of metal, and thruster, power and cruise speed upgrades would require lots of H-Fuel, etc. I'm not sure if that would balan

223 Replies 602,668 Views

[quote who="Blodo" reply="135" id="3431394"] Shouldn't the H-Fuel extractor look like a gas miner instead of a satellite? There's plenty of them in Sigma-13 to look at for example. Also an idea in regards to nebula fields, Freelancer vanilla implies that capital ships have very limited scanning visibility in nebula fields, perhaps add debuffs to accuracy/damage for capital ships within a nebula gravity well to keep that element of lore in?[/quote]

223 Replies 602,668 Views

[quote who="Yholl" reply="133" id="3431158"] Ah, The Barrier. How I missed seeing you against the stars. Star skyboxes are linked to the stars, right? It'll be awesome much, much later on in development if you also recreated the specific stars for each Freelancer system, with the proper skybox linked to them. Would make for amazing Galaxy Forge created maps, recreating all of Sirius Sector like that. Not sure how you'd go about the binary or trinary stars though.<br /

223 Replies 602,668 Views

[quote who="sbradfor" reply="34" id="3430971"] Back when I was in college in the early 1980's I took a class in basic. When the professor asked me what I wanted to do, I said build a space strategy game where you have galactic fleet space battles on a scale of the entire universe; system battles where you can control space fleets; and lastly ground battles where you first soften up the planets and then take them with ground forces. She looked at me and said, I don't

37 Replies 187,372 Views

I have a simple answer to the ground combat issue. Give each planet a 'defence' rating or something wich represents their troops, artillery, tanks etc. Make Troop transport ships that launch shuttles to the surface and inflict damage to the 'defence' stat. If defence is reduced to 0 the Planet is taken by the attacker. Real time ground combat isn't really viable for Sins... I would however love to see a 4x game with a s

37 Replies 187,372 Views

Recently made some changes, Crystal will now be H-Fuel. H-Fuel is required for building Capital Ships and other high end stuff. Regular fighters will generally not require H-Fuel as it is assumed they use a fairly small amount and can be supplied by your 'fleet tax' Each Player Capital has an initial supply of 0.4 H-Fuel per second. This is to represent the gradual amount your forces can scrounge up. However, to get a decent supply of H-Fuel you

223 Replies 602,668 Views

[quote who="BingXueZhiYa" reply="4" id="3430291"] Quoting GoaFan77, reply 3 There is no way to set that exactly, but if its free, instant and requires 1 lab it will probably get it sooner rather than later. Thanks a lot.[/quote] The AI also apparently prioritizes unlocking new ships. So if you have a research chain that ends in a ship unlock the AI will prefer to follow that

5 Replies 5,679 Views

[quote who="zwabbit" reply="34" id="3430780"] Hmm, is the version of Star Swarm being released on Steam going to have any sort of modding support? Cause I can't help but drool a little over the potential this offers. // [/quote] Indeed! If this engine is easily moddable you'll likely see a large amount of modders switching over. I know I sure want to

50 Replies 165,826 Views

[quote who="Campaigner" reply="22" id="3430448"] First question that pops up in my head is WHY haven't any big developer done this yet?? Only other 64bit/multicore, Dx 11 engine I know of is Frostbite but I don't know its capabilities. I wonder if it works for strategygames since the new C&C was a failure. You make Nitrous sound like a revolution and I hope it is. At first I thought it was all about having thousands of units onscreen at on

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I am interested, though a little concerned about it... I mean prior Age of Wonders games were all about being a powerful wizard and leading your chosen people to victory against other wizards. I'm not sure if the change in focus will turn out good or terrible.

9 Replies 45,045 Views

I still would love to see a game like Sins but with combat more like homeworld. This engine looks like it could achieve that. Individual tracking turrets, large groups of fighter squads in formation, object based weapons (which means you could actually have weapons miss against fast targets and missiles could be intercepted by flak or other missiles!) Also want to see if this engine can handle large scale ground warfare too. =D

50 Replies 165,826 Views

[quote who="X-tr3m3r" reply="48" id="3429368"] Regarding the ship graveyard, it should have fixed bonuses just like the pirate base, after all, it IS a base. In a ship graveyard, realistically, I would expect to have lower building costs because of the existing scrap metal. Also, because of the fact that it is an organized disposal facility, scuttling should be particularly more advantageous inside that specific gravity well. All of these would require a few logistical slots. <br /

161 Replies 385,729 Views

[quote who="Timmaigh" reply="9" id="3428809"] It looks glorious, wow. Is the skybox in the background the brownish one from Rebellion? It looks similar to me. I hope this is going to be the engine for Sins2. If only its part handliing visuals.[/quote] Yeah looks pretty amazing. Actual tracking turrets, missiles and projectiles that are actual objects and not just particle fx. Plus the fighter swarming/wing formations look epic. Totally felt nost

24 Replies 80,404 Views

[quote who="ZombiesRus5" reply="2071" id="3428238"] Quoting Lavo_2, reply 2069 Quoting Wintercross, reply 2068Anyone know if you can set certain planets or systems to use a specific skybox instead of picking one at random? Planets can be set to use specific skyboxes. I thought that was in Stars... Planets can add scalars to the texture... [/quote] Ok, I think I have it now. What exactl

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[quote who="Lavo_2" reply="2069" id="3428235"] Quoting Wintercross, reply 2068Anyone know if you can set certain planets or systems to use a specific skybox instead of picking one at random? Planets can be set to use specific skyboxes.[/quote] Is that in the entity for the planet, or set in the map file?

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