Like Gofan said. You DO want your particles to override vanilla. Two reasons. One which Gofan already said. It will help with mod compatibility, and Two. If your particles are separately loaded along with the vanilla sins particles you risk hitting the 2 gig limit.
Major Stress
Sounds good. Post some screens to show some examples. People like screenshots.
When the mod first started we tried to fit ships into what the roletype in the ship slot was, or be as close as possible. However since we found out that the ships do not have to act like the roletype in the slots (with a few hard coded exceptions). The Sins roletypes pretty much mean nothing now in SoA 2, and the ships are tuned more for what they are really meant to do. Like fire support roles, or repair roles. The Akira is a heavy cruiser that specializes in torpedo attack (whos ab
Yea this hasn't been updated in a while, and i apologize for that. I just don't have the free time at the moment to do anything with this, or any other project. However this is an open community project. If anyone else wants to make an update by all means do so. Feel free to add on, or update to the new version of rebellion, and dlc. I was hoping fist0 would share his UI updates. I made TSOP for the Sins community. The Community should take over this.
[quote who="myfist0" reply="4262" id="3385032"] Quoting Major Stress, reply 4261Now the project is so big, and i have been out of the loop so long i wouldnt know where to begin to do any kind of work. Stick with what you know, MODELS, we need em I wants my Sona's and I will bitch and mone and wine and sware and use bader speeling tills i gets thems. [/quote] One Sona Battleship coming soooooon.
It was the old windows live sync that totally screwed us up. Since switching to SVN we haven't had any issues with accidental overwrites any more. When the mod first started it was just me doing all of the work for a long time. Now the project is so big, and i have been out of the loop so long i wouldnt know where to begin to do any kind of work. We do need more people. Especially if we are to get all of the art assets finished.
The sounds were fixed... Once... [e digicons]>_>[/e] The thing was when we used MSN, and SVN people kept uploading older files. Overwriting fixes and updates. I lost count of how many times i fixed messed up textures, and updated models only to see the old crap right back in the dev build the next week. I did it once myself and kicked myself because we had a whole litany of fix's lost (shimmer didnt back them up). It was really frustrating. So chances are the fixed sounds got ov
I really wish they had a SMITE button.
Fist0 is legitimately frustrated. As am i right now. Just like how i got when people back in 2008 tried to dictate to me how to make MY MOD. Everyone had their own different opinions. Of course their opinions were always right. They wouldn't shut up until ether they got what they wanted, or i had a "Major Meltdown". I'll just say that NOBODY got their way. If they did the NX-01 would be a Titan. You are just ONE person trying to FORCE your point of view upon OUR mod (Ours as i
Congratulations Fist0 you are now a Veteran Modder ( judging from the rant that rivals my infamous meltdowns :D ) BTW.... That is a Norway class you posted :p :D
Darkxxx I know what you are trying to say about the elite units. You want them to stand out, and that is understandable. However we did not make up the ship scales. The official material did. If we deviate from that then we will have a cadre of nit picky fans bitching that the scales are way off. We already went through a shit storm when we put a size limit in the game to make things work right. So no. We are not going to mess with the scales. However what we can do is try other ways to make
I cannot think of anyone better to make a new Star Control game. Congratulations Stardock for acquiring the IP. :)
SC1 had a turn based strategic game, and tactical combat (melee). No story, or campaign. Just lore. Much like Sins. SC2 (IMO the best of the franchise) went real time, and leans more story based RPG. However it is open world. You can explore at your leisure, and deal with events your own way. The lore is fleshed out greatly, and the game is worth many replays to accomplish different results, and discover things you missed in your last play through. If you really want to know more get
In Lightwave, and XSI one unit of measurement equals one meter. Sins ships are scaled 1:1. The map objects are scaled down. The early versions of SoA 2 ships were scaled 1:1 according to the fleet charts. So a Galaxy class is 642 meters. It is 642 meters in game. We had to put a size limit of 1500 meters for the supersized units like the Borg Cube which is 3000 meters according to the charts. If we true scaled those units then they would look ridiculously large. Even if we increased the
Oh great, Another that tries to invoke the "fanon" DITL site like it is "The Ultimate Trek Bible". I am sorry. This is a decade old argument, but that site doe not compare to ex astris. Bernard Schneider uses only canon facts (and he WILL debate you until doomsday about those facts). Nor does he use any fan made stats on his site. Where does DITL get all of their ship stats from (Including ship scales)? Because they certainly did not get those stats from any of the TV shows,
Cataclysm was considered non canon by Relic IIRC.
As long as we DONT have a spathi "claw on a stick" with a bad Brooklyn accent. Ill be a happy camper. Laugh out loud moments yes. Facepalm moments NO.
All of the canon ships are scaled according to the fleet charts on http://www.ex-astris-scientia.org/ . The non-canon units we did a "best guess" as far as scale was concerned. I scaled all of the main units of the mod myself, and i took great care to make sure they matched the fleet charts. There had to be a size cap put on the supersized units like the star bases, and Borg cubes. No unit can be larger than 1500 meters on the x axis (ev
That is because Steam itself updates practically on a daily basis. I would suggest to leave the steam launch out of it. It is obvious that steam needs to run to launch Rebellion. It is probably better to manually start steam so you can chose online, or offline mode. Otherwise that's some damn nice work :)
I kinda saw this ridiculous "debate" coming when these guys opened up their ModDB page. To be brutally honest the Trek mod i planned in 2008 was supposed to be a TOS era Star Fleet Universe mod based on Federation, and Empire. Unfortunately Amarillo Design (the owners of SFB IP) fiercely defends their IP, and that put the project on indefinite hold. They don't care if you don't profit. They WILL sue you if you use anything from Starfleet Battles, or Federation, and Empire in a
It still doesn't address "why" we get the first run crash issues in Entrenchment, Diplomacy, and Rebellion. Even if there are no dev.exe errors. Is it a problem with our mods? or is it a problem with the game itself? I am trying to go through every file to see if there is anything on our end that could cause this.
When you update your mod for the latest version do you use any old files from the previous versions of Sins? When Original Sins, and Entrenchment updated damn near every other week. We literally had to rebuild our mods from scratch each, and every time using the new reference files. If anything at all was left behind from a previous version we would sooner, or later get a crash. It pissed us off to no end when another update happened before we finished updating for the previous versio
SoA 2 isn't the only mod that has the First Run Crash issue. It happens even when there are no Dev.exe issues. It is as if the game doesn't load all of the mod files on first run. We have absolutely NO CLUE why this is happening. We are trying to get the Dev's to look into this. In the mean time just restart with SoA 2 (or any other mod that has the problem) and you should be able to play a full game.
Now you know how we felt when Original Sins was updated every other week. I want to ask you a favor Geo. Can you make a new separate topic for your add-on? The reason being is that so Psy, and Fist0 don't have to answer questions if anything goes wrong with it, and to avoid confusion on here. We don't mind you doing this. In fact we appreciate the enthusiasm. We just want to make sure your add-on is exactly that. An Add-On. Thanks.