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[Release] StarFall Mod!! :)

- Please Note There Are Two Threads Of This Post, I Dont Know How It Happened! :( -

By on March 12, 2009 11:24:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Teal_Blue

Join Date 08/2008
+42

&

- Please Note There Are Two Threads Of This Post, I Dont Know How It Happened!    
But im sure the devs can delete the one with the least responses, or merge them, i dont know, whichever is easiest -

StarFall v5 mod


First off I would like to thank ManShooter and CyberD for their wonderful and beautiful mods, without which my little mini-mod would be just a collection of rather interesting, but still rather plain file tweaks on my behalf.

StarFall is the 1.15 compatible version of my mini-mod, FireFall is intended to be the Entrenchment compatible version, although FireFall is nowhere near as complete as StarFall, eventually of course I would like to somehow learn to model, so that i can re-do a skybox with a redish and flame filled solar system with a shattered sun and some planets of course burnt over and uninhabitable.

StarFall would be almost the opposite, with a few half dead stars and a almost completely blackened sky with shattered planets mostly, with a few surviving. But that is the future, what is now, is FireFall is just barely changed, more in work than anything, i have to overcome the entity.manifest and figure out how to get the changes in and stable before i can finish, that may be as long as several months.

StarFall on the other hand, is ready, not with my shattered planets or blackened half dead sky, but close.

Changes from the standard 1.15 version of Sins of a Solar Empire included in this mini are:


- ManShooters Volumetric Explosions and graphics
- CyberD's Solar Mod, with Huge planets and arifact enhancements which were updated so very nicely by DireSaint.

- Inclusion of Star Stations   I hope you like this one alot. 
- Starbases  for each race - No these aren't from Entrenchment, but i like them still alot, hope you do to. 

- Flagships for each race, which are oversized (about 1.5 times the size of a normal capital) and powered Capitals. Flagships carry battleship class weapons, but in addition have fleet support abilities that are particular for each race of course. These were taken from the support abilities that are used for that race.

- Kamakazi ships for each race.
- Mines, No these aren't from Entrenchment either, but my take on them.
- Mercy ships for each race (healer ships for the other ships)
- Mobile Defense platforms for each race (this is where my modding all started)


- Scoutfighers for Advent, i will be adding this to the other races soon.
these were imagined as fighter/bomber and small escort hunters. These ships will have an additional small speed bump to accomodate the low powered guns.

- ScoutGunships for Advent, this also will be added soon for the other races, and were imagined as heavy escort and capitalship hunters.

- PJI equipped ships (one each for each race which makes pji mobile)
- AM recharge equipped ships (one each for each race to make AM recharge mobile)
- Enhanced Pirates! They now have a full set of ships and tech tree!
- Now a playable Pirate race! Also with a full set of ships and tech tree! 
- Upgraded research for races, including:

   Advent - Upgraded shields 2 research levels to 4 levels for each of 4 tiers
   Tec    - Upgraded metal/crystal production for economy 2 to 4 levels for 3 tiers
   Vasari - Upgraded phase missile tech 2 to 4 levels each for 3 tiers

- Re-ordered the FinalAttack ability to allow for first tier access for Kamakazi's.
- Added Planetshield & Hyperspace detect for the Advent.
- Added Phaseout hull for planets for Vasari.
- Miscellaneous adjustments for buffs, shields, hull and weapon fire rates and small weapon damage rate tweaks for all races.

- Increased ship speeds as my small and rather inadaquate way of approximating what ManShooter is doing in his figher behaviour mod. I broke out the scouts, lights and defense vessels with speed increases of almost, but not quite double their starting value.

The mid range ships, the cruisers were changed slightly down in speed and turning radius.

The Capitals i slowed about a quarter of their speed, increased their mass and reduced their turn radius to reflect a heavier, powerful but slower battleship.

- I have limited the amount of fighters in the game by removing all strikecraft from all ships except for the Capital Carriers and the Frigates Carriers. With each of those ships only carrying 3 to start. Only the Capital of course will get additional strikecraft per level.

- I have adjusted some of the abilities that some ships carry, mostly adding one to ships that normally did not carry any. But these were not many.

- In addition i have adjusted some of the costs of new ships or altered ships that i put into the game, I wanted a cost that reflected what the value of the ship became after i changed it. Or a higher level cost to discourage spamming.

Anyway, that is it!!    Whew! That was tiring, haha, well, fun too!! 

I hope everyone enjoys this, let me know what you think, take care and keep

modding!

-Teal

March 12, 2009


link is:   

http://files.filefront.com/13452865


Take care!!!  Oh, here are some StarFall pics!!! 

 http://gallery.filefront.com/TealBlue/

 

Note:   I've been working this morning on two new ships and some abilities and will be posting a patch update, basically just a new gameinfo folder with the small additions and the updated string folder. As soon as i finish testing and uploading i will post the link here with the others.  

 

Download link for the StarFall v6 Patch is here:

http://files.filefront.com/13459342

 

 Hope you enjoy it!!   Let me know what you think, please.   Take care

 

****  Sunday March 15, 2009 - Updated the mod to v7, changes and download link are below, just a dd the folders to the mod overwriting gameinfo, mesh and string.

The textures, and texture animations and the other folders in the mod will remain the same.

 

V7   -  

                 I added all the previous ships that i added for advent to all the other races, including the Playable Pirates and the AI Pirates, except the Pirates dont have the boarding party ships, and the Vasari doesnt have boarding party ships, but does have returning armada now as a ship function, i lowered the cost as well to balance it against the tec and the advent having the boarding raiders.

Cleaned up a lot of the different specs and costs for the different ships, i tried to balance them, and to even them out across all the races so the cost and specs are similar, not exact, but similar. The Vasari ships remain a little more expensive, but is balanced by having additional ships available to them.

The tec costs are lower, but their shields and hull are slightly lower as well, this is balanced by their economy, once underway, that can in fact build ships faster than the other two races.

The advent costs have been slightly altered to balance them against the other races, in some cases those costs were too low, and so i have raised some, on the other hand some were more expensive for what appeared to be no logical reason, so i have lowered those.

The races still retain a high degree of individuality, and this is expressed in the research tree where the Tec get economy enhancements the other races dont, but the vasari get enhanced phase missile technology where the tec and advent dont, and the advent shielding technology is raised where the tec and vasari are not. All in all it balances, but in a specific way for each race.

Anyway, this time around you should be able to play any race you want, Tec, Vasari, or Advent, or Pirate and have fun, with all pretty much the same toys,    all added ships are pretty much the same for each race:  Starbases, Fleet Flagships and Support Deployment Carrier for each, a Disruptor vessel to short out enemy weapons fire, and scoutfighters and scoutgunships, Mines and Kamakazi ships all are part of each races new ship fleets.

Hope you enjoy!!  Let me know what you think?

 

 

Download link for v7 patch

(add to mod folder overwriting the older folders and files. Please keep textures and texture animations in the folder, they are used by ManShooters Vol Expl mod and CyberD's planet mod. My tweaks and additions were all in the Mesh, GameInfo and String folders)

Take care and have fun!!!   

http://files.filefront.com/13468924

 

 Sunday March 15, 2009 -

I have been playing as Vasari to test the ships/files, there were some small errors, well, names that i should have changed but hadnt, small specs on weapons, ranges, etc. In addition i saw a thread on the forum about repair ability for the Vasari being lower than some players felt it should be, i tweaked the Vasari repair platform, and tested the returning armada that i put into the support carrier instead of the boarding raider the other races have. All looks good now, but i may have missed something. If you find something that is an error, or that you feel needs updating please let me know. I just posted a patch file, just the gameinfo and the string folder this time, no mesh changes, so if you are at v7 then just add these folders and they will update to v7.1

Download link for V7.1 is here

http://files.filefront.com/13472675

 

Tuesday, March 17, 2009  -

Update to v7.2 that corrects an error in the disruptor that i accidentally introduced in v7.1 is corrected here.

http://files.filefront.com/13483489

 

 

3-22-2009  - Altaran Nebula - 

 

 

Hi,

>        Well v7.5 has been about a  week in work. Basically there were several ideas i wanted to add to StarFall in the new version. Below i will give some idea of what i have added, and some reasons for adding this.

1. Added HeavyCruisers in place of Kamakazi's. Basically having mines and kamakazi's was a duplication. Just that the kamakazi's were faster. Anyway, i thought a new cruiser, along the lines that someone spoke of in another thread on the forum, might add some almost capitals to the frigate ranks. They would be less costly and make a good counter to capital heavy battles.

2. Planets in v7.5 are "DOUBLE" what they previously were. Some of the wells i had to resize also, so as to not have tiny strips of a well about the planets.

3. I have added 3 New races: Trader, Diplomat, and the Infector. The Traders are advanced trade specialized race. They have larger capacity tradeports, being able to carry as much as three times as many tradeships. In addition their tradeships have larger cargo holds.

The Diplomats rely on culture, heavily, as a weapon actually, and use it along with a take over power. In tests they are able to hold their own against a larger fleet, but only for so long, so it tends to lead to quick and dirty battles with them, rather than long drawn out battles.

The Infectors are a race that rely on heavy infection injectors and debilitating rays to freeze and attack their victim ships.

Each of these new races has only a small fleet, only 5 ships, a handful of logistic and tactical supports and no cruiser class ships or capitals. (the exception is the Trader race that has the HeavyCruiser, but it isn't included in the cruiser class for them, but as one of their heavy frigates.)

They also do not have any research, other than to increase their fleet supply. Because of this, their ships and support structures dont have research restrictions on them, but i have made the costs average for them, to be able to give them some advantage in fighting the Advent, Vasari and Tec, who can increase the damage output and fleet support that the research gives those races.

I have playtested this mod with the new races in small scenario's and have noticed that there are some little issues, one being the planets tend to be closer together, however on large maps or with multi-star maps that should be less noticeable. And i have only played in small battles, so i dont yet know how well the new races with be able to handle themselves long term. But short term they did well.

What this means for gameplay is that each race gets a specific technology edge over the other, each different to battle and win games with. 

For the Vasari, it means greater phase technology, the Advent get greater shield technology, the Tec get greater economic technolgoy. 

For the new races, the Traders get greater trade technolgy, the Diplomats get greater culture technology, and the Infectors get greater virus technology. Each hopefully balancing the other, but i have to play longer games to determine if that is so, but short term, each race was able to stay alive,    which was my greatest concern.

I have a second version, where each of the new races "Do Have" research trees and the full compliment of all the weapons and technology, so will re-label that and list it as (v7.5.1-FUll) to distinguish it from this quick and dirty version.

Please let me know what you think, it is 1.15-1.16 compatible, but not yet Entrenchment compatible, but i am working on that.  

Take care and keep modding!!!

-Teal

 

 

[Release] StarFall v7.5.1 Mod!!

- Please Note There Are Two Threads, I Dont Know How It Happened -

By  Posted March 28, 2009 02:48:16

 

StarFall v7.5.1 is done!! Since FileFront is closing i will be uploading it to Nakido tonight, (Friday Night) it should be done loading and ready by saturday morning. Give it a test drive and see what you think, let me know.

7.5.1 was very ambitious for me, the biggest mod i have ever tried, or been able to pull off and have work. It includes 3 new races with full research and a host of new ships available for all the races, including the 3 new ones. I also have changed out the kamakazi scout for a heavycruiser for all the races, the kamakazi felt like a duplication of the mine, and i felt a heavycruiser would be a good addition.  Also, each new race has its own racial identity and abilities and strengths. 

The Diplomats rely heavily on culture, as a weapon as well, and their take over ability.

The Infectors use snares/shields and virus injectors against their enemies.

The Traders have 3 times as many tradeships as anyone else, and can generate a substantial economy fairly quickly.

Let me know what you think and if you like it, and if you dont, then what you dont. Oh, i tweaked the Pirates as well, haha, they are very deadly now!!!   I have upped their raid strength and have included capitals now in their fleet, as well as given the Pirate base resources to generate an income with.  So Look Out!!! Haha!!!  

download link is here:

http://www.mediafire.com/myfiles.php#

 

Take care and Keep Modding!!!  

-Teal

 

 

4-1-2009 -

                     A family member was in a car accident last night, and so i wont be able to get my usual output on my mods as usual, i dont know for how long. We are just praying he will get through this and be alright.

I posted v8.1 last night here:

http://www.mediafire.com/download.php?1kdzrwn00xb

Take care, pray if you want, thank you,

-Teal

 

 

 

 

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March 12, 2009 12:21:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

oops is there two posts of this?  I edited this one to look cleaner and added pic links, but now there are two posts that i see.    Sorry about that.

Keep Modding Anyway!!!

-Teal

 

Just in case the other one with the pic link gets deleted, i will post the link here:

Take care!!!  Oh, here are some StarFall pics!!! 

 http://gallery.filefront.com/TealBlue/

 

 

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March 12, 2009 1:49:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You should also rearrange the post so it isn't so damn confusing, and spell-check the title, as it currently says Mnii-Mod instead of Mini-mod.  Also, when I downloaded it it was almost 500 megabytes.  Not very "mini" in my opinion.

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March 12, 2009 2:29:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sorry SpardaSon21,

                               the file tweaks and changes only take up part of a mb, its just the textures at over a gb and the meshes which i added to that take it so high.     The other post was the one i edited to look nice, but i see there are two, i will try to re-edit this one, but hope a third post doesnt pop up.    Yes it is almost 500, but that is because the addition of textures, meshes, ManShooters Volumetric Explosions, and Solar Mod by CyberD updated wonderfully by DireSaint took it so high) Still they did beautiful work, hope you like it, let me know, kk?  I will try to re-edit this post to make it more readable.

Take care,

-Teal

 

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March 12, 2009 4:14:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes it is almost 500, but that is because the addition of textures, meshes, ManShooters Volumetric Explosions, and Solar Mod by CyberD updated wonderfully by DireSaint took it so high)

This is why I cleaned up the texture dir from Cybdevils mod. Some of them where unfinished test versions.

I added only one per planet and left the rest behind. I did the same with the meshes, it saves a lot disk space.

 

 

 

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March 12, 2009 11:11:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That's a fair amoung of changes, will give this one a go

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March 13, 2009 12:49:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Soor,
That's a fair amoung of changes, will give this one a go

 

  Thank You Soor!!     Please let me know what you think, okie?  I am hoping it will be something special, haha, i guess i'm wishing out loud, but still, i do hope that it is "Neat" for people. I'm especially proud of my StarStations. 

Anyway, dive in and if you have any problems or opinions, or suggestions drop a note. 

Take care and Happy Modding!!!

-Teal

 

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March 13, 2009 2:30:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okie,    I got the patch for to take v5 to v6 loading now, as soon as it finishes i will post the link for it on filefront.

 From the release notes posted with the patch:

 

  StarFall v6 Patch

 

March 13,2009

 

I added some ships to the v5 and took the amount of crystal/metal/credits generated per second for the Homeworld back down to normal for Vanilla Sins. It occurred to me, some may prefer those settings. In addition the population count, and the extractors count has been returned to vanilla Sins values.  This way the mod and the patch will play more in line with the original.

 

I have added three ships with this patch, things i had wanted to include with v5, but i wasn't finished with.

 

-Disruptor ship for Advent, will include this for all races later, just wanted to get it into the game to playtest it, and see how it works out. It basically is a weapons jamming mobile platform for the Advent. The range is rather limited and the speed of the craft has been kept slow in line with the other cruisers.

 

-Deploy Supportcraft Carrier for the Advent, is a overlarge carrier (about 1.5 times normal) that carries and deploys supportcraft: disruptor,  mercyship, iconus guardian and domina subjugator. The supportcraft carrier is heavily armored, though the hull and shield values and the restore rates for them are the same as the capitals. The speed of the supportcraft carrier has been slowed even more than the other capitals, from 75 down to 60 speed, turn radius has been lowered to 6. Which makes for a powerful carrier able to bring support on the battlefield for the front line ships, but more ponderously and slowly.

 

-Boarding Raider for the Advent, This is one, in particular, that was a bit of a hard nut to crack. This has been talked about on the forum for some time, and was a part of course of the HomeWorld legacy that so many players here have wanted to see. At first i had tried to create an ability that would launch the boarding ships and then have a percent of sucess of boarding calculated, and then of course the conversion of the enemy ship to the players if sucessful. This was a hair puller,     and proved quite beyond me.

 

So i broke it down into steps and made an ability to launch the boarding ships first. That i had already done with other ships, since Blair had pionted out how to launch ships from other ships some time ago, and with his direction i was able to get it to work.

 

The percent success calculation, was more difficult and also proved beyond my limited knowledge of how to do, but i came across an idea that saved me. If there were a delay, say 10 seconds from the time of the first degenerate health ability attack ( a health regen with negative values)  and a 10 second delay to the launch of the domination ability, then that delay could in fact be seen as a calculation of success or failure. In 10 seconds a ship might be destroyed, or get out of range (I rather severely limited the range of the domination ability for this craft) or it could leave the well, or the attacking boarding ship could be destroyed  or attacked severely enough to pull it off the ship it was attempting to board. All these things made the 10 second delay much like what i was looking for, the percent of success factor. 

 

But if the boarding ship was successful, if the ships stayed in close area to each other, if the other things did not occur, then the boarding ship would succeed and the enemy ship would be boarded and converted.  

 

It isn't exactly how i forsaw it, and not how it was done in HomeWorld where the idea sprang from, but it seems workable and that was for me something to consider a success.    In playtesting this, it indeed does succeed sometimes, and fail sometimes, which makes it a wonderful thing to me, since it isnt a given and doesnt always just convert the enemey, which brings the element of 'realism', haha, sorta and 'doubt' to the game, which i like alot.  

 

Anyway, that is it for the patch, just drop these into the mod folder for StarFall v5 and overwrite the other files and the ships, the meshes and the string will be updated. Hope you enjoy it, please let me know, i'm on the modding forum fairly regularly.

 

Take care and Happy Modding!!!

-Teal

 

 

Oh, upload just finished,    Here is the link to the StarFall v6 Patch:

http://files.filefront.com/13459342

 

 Take care

 

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March 13, 2009 3:47:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Guess its a good thing I mostly play Advent ...

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March 13, 2009 4:02:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Soor,
Guess its a good thing I mostly play Advent ...

 

   Me too, but to be fair, i should include these changes to the other races as well to make it balanced. 

Gives us a harder way to go as Advent too, which is sometimes all the fun!! 

Let me know how you like it, take care and thank you for the feedback.

-Teal

 

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March 14, 2009 10:07:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

is it possible to implement the new ships in another mod? are they entrenchment compatible??

btw, asked this in some other thread, but are there any tutorials or infos on how to merge mods???

 

 

olli

 

 

 

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March 14, 2009 1:35:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"-Boarding Raider for the Advent, This is one, in particular, that was a bit of a hard nut to crack. This has been talked about on the forum for some time, and was a part of course of the HomeWorld legacy that so many players here have wanted to see. At first i had tried to create an ability that would launch the boarding ships and then have a percent of sucess of boarding calculated, and then of course the conversion of the enemy ship to the players if sucessful. This was a hair puller,     and proved quite beyond me."

 I had created just that in my Nephil mod..unfortunately, like you know, I unfortunately deleted it! BUT, if you were to ask nicely, I might just get back to recreating it +_= then I could send it to you in a package which would contain, the countdown timer as well as the Planetary Self-destructor +_+

 

If you want +_+ But It'll cost Karma (I'm stuck at 47 )

LOOOL

-ShadowMastiff2468-

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March 14, 2009 4:40:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ooooooooh you are sneaky!!!!!  Haha, but sure, i will shower you with karma, and your life will be...(how do the Indian Guru's say it?) ............ "Most Enlightened"  

-Teal

ps. did you see how i did the boarding raider?  And what do you think of the approach? Any good?

 

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March 14, 2009 5:13:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Pretty neat if you ask me! This entire mod is AWESOME!

Like I said earlier...just add moving ships (once manshooter will be done the dynamic system) and you got yourself the No.1 mod of Entrenchment!!!!!

 

Shower of Karma for Teal !!!!

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March 15, 2009 12:13:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ollibert,
is it possible to implement the new ships in another mod? are they entrenchment compatible??

btw, asked this in some other thread, but are there any tutorials or infos on how to merge mods???

 

 

olli

 

 

 

 

Olli,

          The ships you see in StarFall are just resized standard objects from Sins, i used some of the planetmodules, and some of the entryvehicles used by the colonize ship for the boarding party ships. The Flagships are re-sized Battleships, so yes you can use them in another mod, even Entrenchment, but i havent got StarFall ready for Entrenchment yet, so probably best wait a bit for me to get that done. When i do, then you can play it in Entrenchment.    Right now, i am learning to get everything properly set up in Entrenchment, there is the entity.manifest that im having difficulty with. Its just something new i need to learn how to deal with is all. But anyway, give me  a bit, okie, and then you can have it in Entrenchment!!  

Happy Gaming and Modding!!

-Teal

 

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March 15, 2009 12:19:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ShadowMastiff2468,
Pretty neat if you ask me! This entire mod is AWESOME!

Like I said earlier...just add moving ships (once manshooter will be done the dynamic system) and you got yourself the No.1 mod of Entrenchment!!!!!

 

Shower of Karma for Teal !!!!

 

 Its not quite ready for Entrenchment Justin, im still working on it, but im making progress, haha, sometimes slow progress, but still progress.    As for the shower of karma!!!  Haha, well... its nice, but its not the most important thing, just hanging out here with everyone in the modding forum and working on cool ideas is the greatest, haha.  

Anyway, thank you for the flattering comments on the mod!!!    Im happy with it, and tired too, haha, well... have to finish the Vasari tonight, so i can get the v7 patch up, i tweaked a lot of things. I was going to add some more ships and stuff and started, but it was like... TOO MUCH!!!  Haha, it felt, you know, like yucky, so i took the ships i was going to put in, back out and am touching up costs and getting all the ships for all the other races at the same level as what i did for the advent.  

Anyway, i talk too much, so will close for now and talk to you later,

Happy Modding!!

-Teal

 

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March 15, 2009 12:23:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You're welcome!

SHOWER OF KARMA

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March 15, 2009 12:33:40 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ShadowMastiff2468,
You're welcome!

SHOWER OF KARMA

 

Oooooohhh, you got 50 karma!!!  im jealous!!!!   Haha, not really, im just teasing you. You are doing good, helping ppl and stuff, you are doing wonderful.  

Me, im still learning and occasionally pulling my hair out!!! Haha, well, only sometimes.  

Take care,

-Teal

 

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March 15, 2009 5:28:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

  V7 Patch is Up on FileFront - Just Overwrite old GameInfo, Mesh and String folders!!

 

Download link for V7 -

http://files.filefront.com/13468924

 

 

 

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March 15, 2009 6:16:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Download link for updating the Vasari in StarFall is at V7.1 now. If you have already updated to V7 just add these. I will be adding a 7.1 full link probably tomorrow or the next day. If i dont find some more things to update before that, if i do find something, i will post a new patch and then the full download (complete mod with all patches included) after that. Take care and keep modding!!

Download link for V7.1 is here:

http://files.filefront.com/13472675

-Teal

 

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March 15, 2009 6:54:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I loved the mod! We cna play with pirates FTW!

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March 16, 2009 2:26:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

  i'm glad, it is cool, huh?     haha, well, next update is on the way, secret for now, plus a fix it for an error i mistakenly put into v7.1. That last will go up tonight when i get home from school, anyway, im very very pleased you like it. 

Any suggestions?  Or complaints?  Or ideas?  Or observations on the new ships?  Just thought i would ask.  

Talk to you soon, take care,

-Teal

 

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March 16, 2009 2:37:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well...from first glance, I found it real smooth! Had a few string errors here and there (or was that the basketball mod... not sure ) but overall great experience and great fun!

Too bad you put such emphasis on Advent! They already own for starters...so maybe worrying about other races THEN finishing up with advent would be better?

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March 16, 2009 4:05:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

  you are probably right, or i could set up some punches that the advent dont have a direct counter for?    haha, im loathe to do that, but hey, its gotta be harder or its not fun!    Yes, i will take your suggestion and try to add some hard things to the vasari and the tec for the advent to try to overcome. Thank you for the nice suggestion, i think it will make a better game. 

Oh, Congratulations on the mention of THE DOME by Blair!!!!   Very very cool!!!  Well deserved and nice reward for all yours and eviltesla's hard work. 

Take care,

-Teal

 

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March 16, 2009 4:45:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What mention by Blair!!!!!

I know nothing of mentions or what not Teslas been keeping me locked in a cellar until I rearrange The DOME to have a Homeworld feel to it (as in resources are rare and vessels precious! You wanna keep them or you lose..thing like that +_+)

 

Haven't tested the REAL homeworld yet so I'm still in a "how do I do that" phase

 

-ShadowMastiff2468-

 

PS: I know that challenges keep the game exciting (C&C3 is a brilliant example of that) but the border is thin between challenge and overpowering, at which point the player gives up. +_+

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March 16, 2009 4:46:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Smll question! where did you see the mention I'd like to give it a peak!

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