Major Stress

Major Stress

Joined Member # 2517982
50 Posts 3,064 Replies 32,412 Reputation

Perhaps using the "search" function might be in order? I am pretty sure 90% of your questions have already been asked, and answered. Better yet just get the beta, and see for yourself. I think the beta is THAT good. Better than most "gold" games i've played. This isn't supcom, or some EA game where the dev's pay lip service to the fans during its beta stage, and ignore most of the fans input, because they just want your damn money. Who cares if the game works right, or not. If you rea

15 Replies 10,827 Views

If you avoid the guns that means it is that much longer a planet is safe, and it is more time wasted avoiding gauss fire while enemy re-enforcements are on route instead of attacking the guns, and removing the problem outright. The whole point of the gauss guns isn't necessarily to keep enemy ships out, but to protect key structures like your trade ports, refinery's, and shipyards. I dont use them to block jump lanes. I do just like i said, and place a few close by the planets to nail i

23 Replies 8,594 Views

I am speculating that it will be a series of "sandbox" scenarios with a goal. Like capture planet "x", or forge an alliance with the Vasari in order to defeat the Advent, or something like that. Not unlike the Galactic Civilizations II dread lord campaigns. If there is no campaign then perhaps a series of "historical" scenarios chronicling the wars between TEC, vs. the Vasari, and Advent.

83 Replies 57,119 Views

Have you patched DA to 1.8c? If so that may be the problem. The trek mod hasn't been updated much since the initial release of DA IIRC (correct me if i am wrong). There are things in the mod that may not work right with the DA 1.8c patch. I don't know much about the coding/scripting aspect of the mod. I am just a modeler, and a few of my works have made it into the mod. So i am just assuming. I will test the mod myself later with the new patch, and see if i run into similar problems. As what was

1,053 Replies 1,560,694 Views

Check out an existing ships entity file to see what angles if any the firing arcs are for what weapons. You may be right in that the hardpoint emmiter just determines its facing on the model.

91 Replies 53,922 Views

No (how do you check the pings BTW?) With the few test games i had with my clan mates we seem to have similar issues. The pathfinding, and the command lag. Pathfinding can easily be fixed by not having ships need to move forward to turn. They are SPACESHIPS, not boats in the water. They should be able to turn in place. I know this issue has been brought up before, but i think now it really needs to be addressed. Especially for MP games. In my games with my clan some experience

43 Replies 8,743 Views

I was 1/2 awake, and realized this was the modding thread after i made the post Not enough coffee in my system yet. I check recent posts from the main sins page, and it doesn't tell you what topic they are in. Dual core support is planned for sins. My laptop runs a Pentium dual core 1.7/1.7, and i can sure use that other 1.7 ghz. Right now it is a little choppy on high settings. Does a 64bit OS improve upon the games perf

158 Replies 130,457 Views

Some games use a collision box, or sphere in a separate file with collision data, a duplicate of the model itself as the collision mesh, or the visible model itself as the collidable object. Homeworld 1 uses a separate data file (the MEX file) for collision, hardpoint, navlight, and other data. Homeworld 2 uses the duplicate model method for collisions. That is in the mesh file as a separate group. This method by the way is VERY expensive poly count wise, because you have lite

25 Replies 16,429 Views

[quote] *heart attack* This is madness! [/quote] Madness?... This is SPARTA!! (sorry just couldnt resist that) This is obviously modded. Its a simple change in the fleet supply/cap ship crew limits. I feel sorry for your poor computer. Did you have every fan in your house pointing at it so it wouldnt catch fire? Don't bother putting in 8 gigs of ram if you aren't using a 64 bit OS. 32 bit OS's only support 3.5 gigs of ra

158 Replies 130,457 Views

All will be clear in time. Good to know that i wont have to re-texture 100 ships. Still actually getting them in game could prove difficult. Hopefully this tool will solve many problems.

91 Replies 53,922 Views

Why are you evil eyeballing me? I just made a logical speculation What he meant was TEC, and whatever other faction (be it Advent, or Vasari) wont get their full complement of units until the final gold release in February.

69 Replies 76,321 Views

Thats what we are here for to help find these things out Im finding many similarities between modding Sins, and Homeworld 1. Both can be edited with wordpad. The models with the exception of Sins models not using a Mex file seem to have very similar properties as well. Is it possible to PM me an .MS3D model of a Sins ship so i can check it out, and see what does what. The thing that concerns me now is multi-texturing (more

91 Replies 53,922 Views

It will be a nerfed Vasari (not all units will be available). The Vasari invaded 1st. The Advent aren't supposed to come into the scene until after TEC manages to halt Vasari progress according to the lore. If you remember the Vasari wiped out early TEC fleets with just their scouts. The game starts IIRC with TEC finally gaining the upper hand over the Vasari. This is when the Advent show up.

69 Replies 76,321 Views

My thought was to have an entire solar system inside a large star gravity well. Orbiting structures would be placed on planets as they are now, but the battlefield itself would be much bigger.

19 Replies 12,786 Views

Oh isnt this thread just rich... On topic the Vasari must have a means of rapid manufacturing. Be it on a mobile facility, or something that can be constructed anywhere at anytime, and not need control over a planet to do so (shipyards inside a nebula, or at a gas giant). This of course would be expensive to do resource wise (hence the need to "suck planets dry"). However the lore about the Vasari can change at any given moment, and this theory can be blown out of the water at the strok

49 Replies 28,011 Views

As what was said the core of the game itself isnt modable, and a few things are hardcoded like the gravity well properties (you cant have more than 1 planet/object in a single gravity well), but mostly everything else is changeable. The best way to find out is to look at the files themselves. Open em up in wordpad, and explore them. Many of the entrys are pretty self explanatory. The only exception to this now is the model files. We will have to wait until the mod tools, or a 3rd party

25 Replies 16,429 Views

That is some awesome work there. If this keeps up we will be able to import models before the official tools come out. That program of yours reminds me of the old Visual Mex Edit, or Homeworld Ship Editor from way back when. For those who dont know what the hell i am talking about, the MEX on a homeworld model (short for "Mesh EXtensions") was where all the hardpoint, collision box, and navlight data was keeped. In Sins it seems all this data is in the model itself (which is a good thing IMO). I

91 Replies 53,922 Views

Try the "Whack a Mole" map for a quick idea of free travel. Like what was said earlier, many of your questions have been asked, and answered already. The game as it stands now is almost set in stone with a few minor exceptions. Beta 4 will be the final beta, and that is an actual game play, and balance (for tec at least) beta. IF what you are asking can be modded in has yet to be seen. We can change many things right now, but we do not have the full battery of mod tools yet. F

19 Replies 12,786 Views

Darkshimmer i have absolutely nothing to do with this plug-in. Its all Code Herder. I thought you were already the Trek mods resident code monkey.. Aren't you?

91 Replies 53,922 Views

The whole point of the "shadow wars" was a coming of age story for younger races of the galaxy at the time (Minbari included). You had "order, and chaos" (vorlon, and shadows) trying to force the younger races to chose a side, and the younger races rebelled, and decided to chose neither side. They probably would have chosen the vorlons side had the vorlons not started to destroy worlds touched by the shadows. In any case it is like what was said the "kids" are all grown up now. As for a

311 Replies 485,178 Views

It should be automatically assumed that all players in MP should have the exact same files when playing a mod to avoid sync errors. I think blair answered that question a while back which was a yes about the mod folder iirc.

91 Replies 53,922 Views

This is not Total War. Don't compare Sins to Total War. They are two completely different genres. I play Medieval 2, and Rome TW. That kind of morale system wont work for Sins. Perhaps something more in the lines of the Dawn of War morale system could work. Where the units would keep fighting, but have a reduced effectiveness. There is already a break, and retreat system programed in the AI if it is way outnumbered, and outgunned. It just needs to be implemented into the Non-H

37 Replies 43,859 Views

The way it is now is just fine. They tried LUA in HW2, and look at how moddable that game was (you need to be a rocket scientist, and a brain surgeon to figure out how things work in HW2). It took over 3 years for a decent mod to come out for HW2 (warlords). The way scripting is now it is similar to HW1/Cataclysm. We can change many things now. Plus we are still learning what does what. We didnt have that luxury in HW2.

49 Replies 28,011 Views