Stars! Excellent pick KuroTora. Freeform 4x ( ie, no starlanes ) hasn't really been done since. For the younger kids ;), catch yourself up on 4x history at the stars! wikipedia page: [link="http://en.wikipedia.org/wiki/Stars!"]http://en.wikipedia.org/wiki/Stars![/link]
fine fine
Wow. steampunk! I love the concept, especially in the first screenshot with the blimp... As for the crusers and caps, what if they actually looked like flying turn-of-the-century battleships instead of 70's sci-fi... Just my 2c. [link="http://en.wikipedia.org/wiki/Battleship"]http://en.wikipedia.org/wiki/Battleship[/link] Looks great though, Keep it up. I love to see mods with real personality like this.
[B]Ascendancy[/B] was an amazing game... [link="http://www.abandonia.com/en/games/221"]http://www.abandonia.com/en/games/221[/link] It's very close to being a turn-based Sins..
blerg: forum go boom double post.
And another to show off the building icons... triangle = civic research pentagon = military research circle = resource gathering toroid-station = trading post note: I've also changed the ship selection indicator from the thick
A few updates... Here are sprites for the frigates/utilityships/cruisers... here's a local militia in action... <img src="http://farm3
Eville, have you already got icons for the various ship-types you plan on using? I'm working on my own custom-icons mod right now over here: https://forums.sinsofasolarempire.com/307338 But I'd be happy to help out with getting the ship icons ready for the Star Wars mod as well.
Ok, here's what I'm thinking for the frigates... Let me know what you think, these are all still in photoshop so it's easy to tweak. 1. missile frigate 2. standard frigate 3. siege frigate 4. scout frigate 5. colony frigate <br/
Thanks Ubersmake, Homeworld is definitely the inspiration for this mod. Particularly the idea of separating the icon from the look of the ship. So no matter what race you're fighting, you'll be able to spot their missile frigates because they'll share the same tactical icon. The other part of this Mod that I haven't figured out how to implement yet is keeping the icons visible even at close zoom levels. ( if anyone knows whether that's possible, please drop me a line ) Firs
Ok, so I got the alpha layer figured out ( thanks, guys ), and I've put a few things in game... This is the colonizer-cap-ship, a couple frigates, a fighter squadron, the frigate and cap factories and a colonizer... I'm thinking about using prett
Yikes, thanks. I'm pretty new to this so I've never dealt with the .tga file format before. I had assumed it would be something like a .png, but I guess not. More to come... Looking at these tiny icons really makes me wish the Dev's had been able to use .SVG vector icons. It'd make the rotations way smoother ( at the expense of CPU, I'm sure :) ).
Ok, so here's a couple screens showing my first crack at replacing the icons... As you can see, It wasn't entirely successful.. I modified the Unit_Main.tga file like so.... <a href="http://www.flickr.com/photos/portil
You could probably bite the bullet and kill-off the pirate-base at your home star ;) Use your caps to go in and destroy a few pirate ships, then retreat, repair, & repeat. I haven't actually done this yet, so try at your own risk... Good luck.
This is related to a unit-icon mod that I'm working on and will post in the near future. Does anybody know whether it is possible to make the small unit icons remain visible even at closer zoom levels? I'm often frustrated by the act of zooming in to a fleet of mixed-type ships against a black background and suddenly having the unit icons disapear while the ships are invisible against the background. The race icon that appears above each ship at these close zoom-levels
Although I haven't played long enough to provide answers to any of your questions, I share many of your concerns about the purpose and clarity of the available weapons in the game. It may well be possible to create a Mod for the game that does nothing but change the weapon names and descriptions to more clearly express what they do and why they do it. When I'm commanding my cap-ships, it feels like I'm giving orders to powerful wizards with variety of magical spells at their di
strictly speaking it's not at all unrealistic for a battleship to have a higher top-speed than a frigate. In 20th century navies, a Battleship will get you from New York to London far faster than a frigate. However, it may be wise for the game developers to look to the acceleration and maneuverability ratings of these ship models when balancing the game-play. In a small tactical battle ( like the planet battles of Sins ) , theoretical top-speeds play very little part, and it
I wonder if anyone here remembers 'Ascendancy'? It was a under-appreciated turn-based 4x game from the 90's with a full 3D map with star-lanes and 100's of stars. It had an interesting resource model in that the player didn't gather or control resources explicitly, but instead had to build-up the civic/industrial/scientific capacity of individual planets. There were no 'credits', so ships could be built faster on heavy-industrial planets, colony-ships could be sent-out mor
@EvilleJedi About that third Rebel Civic Research tree: Why not mirror the Imperial 'Clandestine Operations' but with different options tailored to the Rebel cause: Bothan connections, Political Defectors, Blockade Running, Smuggling, etc... I'm very much looking forward to this mod, particularly the tweaks to the scale of the gameplay. Something about the vanilla game seems confined, or to close-in on everything.