Come to find out there was already a Picard Maneuver in the game. Go figure! I've spent so much time modeling and texturing that I haven't even bothered to see what the end-result is turning out like. Anyhow, the ability was just the bare bones; basically, it just simulated the warp jump with no reference to the true cleverness behind the maneuver, which was to create the momentary double of the Stargazer and throw the enemy sensors off. You'll be glad to know th
Mystic Angel
[quote who="Micael456" reply="1283" id="2615232"]Mystic, that added to a temporary (one or two second) duplicate of the Constellation (in the position it was just in) is probably what's needed, and is what I tried to do- but as I said I was really just fumbling in the dark (and without simply giving it a massive recharge time have no idea how to make it a "one-shot" trick), and with Uni exams next week don't really have the time to figure it out. But I may see what I can do after the exams ar
[quote who="Micael456" reply="1280" id="2615150"] Was watching some of the old TNG episodes, and thought of adding the "Picard Manoeuvre" to the Constellation class by tweaking the Marzas Missile barrage and the Nebula's Genesis Clone ability. To cut a long story short, I clearly don't know enough about how to mod for Sins, so I failed. But I'll leave it here as a suggestion if anyone more capable has the free time/ inclination to want to work on it. [/quote] Actually,
Fair enough. This was the response I would have expected in the first place. [e digicons];)[/e] From a purely curious standpoint, how man soldiers with machine guns do you think it would take to overcome the hundreds of thousands of drones on a single cube?
[quote who="RedneckRapture" reply="1266" id="2614012"]Well then, I guess this mod, like most of the other Star Trek mods and games, will fall short of whatever expectations and/or hopes people who have watched Star Trek their entire lives hope for it. Gentlemen, I am ashamed to call this a Star Trek mod, when in all actuality it is only the future of the JJ Abrams Star Trek movie, that is to say, an action flick in the clothing of one of the greatest scifi genres in history. I shall therefore
Thanks very much for your comments. As to including the additional races, the memory limit on the Sins engine is making that an impossibility. As it stands, I'm surprised we're getting 5 races to work. Still, I suppose it remains to be seen if the mod will hold up once the other ~30% of the content is incorporated. Keep your fingers crossed!
To increase the size of a planet, you will need to increase the size of it's corresponding mesh. There is a program floating around the forum that does just that. Alternatively, you open the mesh file in a 3d modeling program like XSI, 3ds Max, etc and increase the size. Since you seem to be new to all of this, I suggest you go with option 1...unless you're willing to put in the time right now that it will take the learn one of the programs in addition to how exporting int
[quote who="radu1" reply="1220" id="2603079"]thanks Mystic Angel...changing usesFighterAttack to TRUE did the trick for me...now my light frigates learned how to move and fight at the same time...how cool is that:) also what happens if i change "preferstofocusfire" from TRUE to FALSE ? the ships fire their weapons at other targets besides the designated target at the same time? [/quote] I'm glad the fighter movement is working out for you, but bear in mind that t
The ship movement can be duplicated in vanilla Sins by using the Dynamic Battle System mod of ManSh00ter's. You could certainly get into the entity files, change usesFighterAttack to TRUE, and then play around with all of the movement stats until the ships function correctly (will take many hours), but I'm sure there's an updated version of that mod floating around the forum somewhere. If not, check out the Distant Stars mod. It incorporates a separate, mini-mod vers
As I said, the gravity wells have all been doubled in size over vanilla sins. This was to increase the level of strategic planning required in addition to giving the ships room to fly around. I'm not the decision maker, but I don't think anything will be changed in regards to this. Capital ships also move slower than other ships in this version of SoA2, so it's natural that they should take more time to cross a well. If you don't mind me making a suggestion, you shou
Are you playing the Entrenchment version? If so, you can't possibly use the vanilla Sins speed stats because of the incorporated fighter-style movement of every ship. To be perfectly honest, I'm not sure why it's taking so long for your ships to cross a gravity well. I just tested this with an Akira class in my home gravity well, and it took it right at 2 minutes to cross the entire gravity well. I think you're simply noticing that the gravity wells were double
Jpaa1701: You can adjust the ships speeds in the Game Options screen. I wouldn't suggest changing any of the values in the entity files due to the delicate relationship between each of the movement factors (speed, accelerations, and turning). That could turn into a days-long project in order to achieve the correct balance for every ship in the game.
I've been thinking about this as a component of one of the races for my mod. I haven't begun any work on it yet, so I can't offer advice; however, I'd willing to help you work it out. Let me know.
Sure thing. In the Federation squadron entity files within the Game Info folder, find the "baseMaxNumFighters" line and change the number to something that makes the fed strike craft balanced with the other factions. Or, lower the numbers of the fighters per squadron for the other factions
At the moment, the only squadrons that have been changed from stock stuff is the Federation fighters. Keep in mind that the other factions will change as well within time. As Stress has said a couple of times in past pages, we're only around 60-70% complete, so there's still a ton of content to add and changes to make.
Not to mention the true essence of Sacrifice of Angels 2, which is the ship-to-ship combat, only shines when the fighter flight mechanic is present. That, of course, requires Entrenchment at the very least. It's up to you, naturally, but keep in mind that we're designing SoA2 for the game elements specifically present in the two expansions.
I've just discovered that the envoy entity files use the HUDICONSMALL_FRIGATE reference for the Mainview icon, which is located in the HUDIcon-Ship brush file. I suppose they decided there was no need for the Mainview brush since it's pointing to exactly the same bit of texture as the small HUD icon. It makes complete sense, to be honest. Why have an entirely different brush file when each texture quadrant is specifically referenced under another name in another file? <
It sounds like you don't have all of the files in your mod folder. Either they didn't unzip correctly, or they weren't downloaded completely. Just to be sure, I suggest you redownload the entire mod and try again with a fresh file. This is not, in any way, a fusion of Sins and Star Trek.
I don't think anyone has updated the DBS to Entrenchment 1.05/1.051. With that said, you might try using the DBS minimod that is provided with the Distant Stars download. Find the single folder that contains the DBS files in your Distant Stars "Extras" folder, copy and paste it into your main 1.051 mod directory, and then just apply it as a mod within the game. Bear in mind that the DS team has probably adjusted stats for each ship within the DBS minimod, though it's
Hm, I'll take each aspect alone: 1) Team communication/mod version - the mods I help with use Microsoft Sync, which is an extension of Messenger. It essentially connects a single folder and it's subfolders between a group of computers. Depending on a team member's permissions, files can be viewed, changed, or deleted, and that action is taken on every computer. Generally, we've set it up so that team members can contribute material to a Ready for Import folder
It's clear to me that you and I have very similar views concerning originality and modding. Sadly, you never took the time to find out exactly what my views were, or, unfortunately, to clarify what I meant in my original post. I know exactly to what you are referring in a design plan; I have one myself for my new project. My original goal, however, was to not layer the OP under oppressive amounts of gritty planning that a newcomer to modding couldn't yet understand, but to e
Wow... I'm actually taken back by your attitude, Carbon. I know you've been extremely helpful to other people in the past. Why so rude and negative now? The OP clearly has a wish to get something different and unique going; I wanted to help him out with advice and an offer to assist. I have quite a bit of experience in modding all aspects of the game in a 99.999% complete conversion (is that more accurate?), not to mention an interest in the subject material.&n
These are all issues we've dealt specifically with in Sacrifice of Angels 2, so I'm not going to argue with anyone about them. I'll simply say we've tested all these options out and found that the AI does require every statcounttype to be present if it's going to function as intended. Roletypes are a totally different story and are, as you say, optional. The final package is up to it's creator, but, if it were me, Spelljammer done correctly would be a completely new experi
Absolutely! You'll need a 3d modeling program to do it, though. I use 3ds Max, but that can get rather expensive. There's a link floating around here somewhere that leads you to the Softimage/XSI mod tool. Personally, I find XSI rather complicated, but I know for a fact that someone has created a thread with multiple tutorials for modeling in the program. There are also other free 3d modeling program, though I'm not sure which they are (some other helpful person
As, I was saying, come up with a proposal to see if you can gather interest and, perhaps, find some other people with modding skills who would be committed and are familiar with the material. In the meantime, ignore belligerent responses like Carbon's. Most people on the forums are fairly helpful and can answer nearly all your questions. If you'd like to continue this discussion without rude interruptions feel free to PM me.