Interesting proposal, some larger more powerful ships (probably costing 3-5 captial ship slots) could make for an intersting late game addition to spice things up. (A Sins to Eve total conversion mod woudl be really neat as well now that I think about it)
Silveressa
Due to popular request I'm in the beginning of working on a mod to change the Vasari's grating voices to somthing more pleasant, specifically a racial sound pack from Swords fo the Stars. Since I'm doing this largely for the community; (I hardly play as them so don't really care one way or another) I figured I'd put out a few simple voice samples for people to download (less than 700kb download and encoded in wave format so you can just play it with any sound program) and
[quote]To the OP: Hi dude![/quote] Actually it's dudette ;) (I know, a female gamer that does modding, scary huh? *points to profile*) Thanks for the offer of the Jupiter texturing, I could really use a hand with that, (I know little about modeling/texturing) and glad to hear your star trek map is under way. [quote]also u may want to consider adding a sun with no phase lanes going to it ...have it off far to the side just for lighting and aesthetics![/quote]
Alrighty, give me a week (or a little more) and I'll have the Vasari modded to sound like the Tarkas from Swords of the Stars.
I'd definately reccommend giving Mars Effect a go, it enhances the game nicely (especially in the visual effects area) without making anything unbalanced. Sins plus is also a real treat, the extra planets really add to the game play value. I'd recommend others too, but I haven't had a chance to play them yet so can;t speak from experience. (Also I'm in the process of combining sins plus with mars effect for my own enjoyment, but will glady upload the file if anyone els
If you do decide to undertake the task of merging mods yourself, one program you may find extremely useful is Winmerge: .[link="http://winmerge.org/"]WWW Link[/link] With this you can open two different files and it will automatically compare them and highlight the differences making the combining of two mods relatively painless and simple, albeit tedious. (also using windows right click "arrange objects by" options and choosing "modifiend on" will put all the files they modde
Update: I've currently made the following changes to the mod: -Lowered the cruiser carriers fighter/bomber capacioty from 4 to 2 -Increased the power level of anti-fighter/bomber frigates by 25% -Added in buildable anti fighter/bomber point defense turrets for planetary defense So far this seems to correct the lag and balance issues quite nicely. I'll be updating this with a link do download the 1.1 version later on today. (File fronts being a pain a
One thing to keep in mind I've found with modifying the # of fighters in carriers and base defenses is they can cause a signifigant amount of lag in large #'s during combat. (Especially on a lower end machine or with the graphics set to maximum.)
[quote]The planetary bombardment cannons of course. Nothing else is called cannon in the mod files.[/quote] Well you didn't exacly specify you meant cannon as in the file name "cannon" since you could have just as eaily been asking where to modify the side rail gun cannons for a TEC battleship or the main cannons on a carrier cap ship. I'm curious what you're plan is to change the damage code to, do you plan to make them weaker so the blast won;t annihialate a conoly in one or
Which cannons are you referring to? Ship cannons? Fighter/bomber cannons? Point defense cannons? The large planetary bombarment cannons you can build? Until you're more specific I can't help you.
Shields for the space station would also be a must, since it's likely to be the main focal point of the bombarment.
I had this idea the other night after reading a post asking if there were any maps made of our solar system yet. The concept is to base the entire map around the planet Juptier, using Juptier as the sun (complete with a custom texture) and it's 16 primary moons the "planets." The other 46 tiny moons will be represented with asteroids of various types. Some of the moons already corespond to the planatery types already have available in the map maker. (vol
I really love this idea, it adds a lot of potential to strategies and makes things feel a bit more spacey. Another approach rather than making constructors jump capable is to create another type of ship entirely (perhaps a cruiser) that is adaquetely armed and armored (kind of a mix between a flak frig and a light frig) and has the ability to construct the stations at a large amount of Anti Mat. (This way the ship itself is capable of some combat on it's own but no where near as strong
Technically it would be possible to change their voices in one of four ways. #1 record completely new voices for them, and encode them into the proper sound format and replace the files. #2 Open up the Vasari voice in a sound editor and alter them to sound different. #3 make a copy of the TEC or Advent voices and rename the files to the corresponding ones for the Vasari. The Vasari would then sound like whichever race you copied the sounds from, but it's the easest and
[quote]QFT[/quote] Whatever loser, maybe you should try to troll a thread that has more than 2 replies and is pretty much a closed topic. ;p
I'll give them a look and reevaluate, a work around I'm thinking on is beefing up the effectiveness of flak frigs vs fighter/bombers and dropping the damage of the fighters/bombers by 25%. I'll be setting up a few scenarios to test the current (and changed) balances this weekend and see how they stack up under fire. [B]Edit:[/B] After some testing against the AI I've noticed a huge swarm of carriers is indeed a force to be reckoned with, especially if it;s composed of
This is essentially a do it yourself mod that will let you change the number of pauses available in a multiplayer game from 10 to whatever you desire. (Note this only works if you're the host of the game) Note: This invloves editing a main game file so be sure to make a back up of it just in case. (This mod is explained in very simplistic step by step terms for those that are new to modding, so apologies to the pros for the hand holding explainations ;)
Aye worked like a charm thanks for the tip, I'll make a new thread explaining how to do it for everyone else.
Just curious if anyone knows how to do this. I'm currently showing my lover how to play over LAN, and being able to pause repeatedly to answer questions/give advice would be extremely helpful. (jot to mention being able to pause repeatedly would be exteremly helful on larger maps, since 10 pauses total for a huge map that will last 50+ hours is very, very few.) I've looked for an option to allow unlimited pasuing in the game setup and options menus, but came up with nothin
This sounds like a really neat mod, I'll be looking foward to giving this one a go this weekend.
Good idea, currently they;re set to 3 at 1st level with +1 per additional level, so by the time you've level one up to 5 or 6 it's got more squad capacity than a carrier, not to mention it's higher shields, hull points and offensive/special abilities. I originally thought about having cap ship carriers start off at 6 with +1 every other level, which would equal out in the end to the same as it is now, just making it more powerful at lower levels. With powering them up further a
I agree with what you're saying about the colony rush, but it was only the captial ship I did this with, not the colony frigs, so hopefully it will prevent a colony rush by the limit of the number of captial ships you can produce at a given time. (and producing all colonize caapalbe cap ships would leave you woefully underpowered vs other cap ship fleets.) As far as the carriers go, I hadn't thought much about their cost vs. hangar capacity, I might increase the cost x2 in resources. Al
[quote]The other map I was thinking of, was our own star system, I assume this has been done already? Altho, our star system isn't anywhere near as cool as the ST one.[/quote] It does sound like it's got the potential to be interesting, but you;re right, our system is pretty limited. A varation on this idea thoough could be basing the map around the planet Jupiter, with Jupiter being the "sun" and it's 16 primary moons the "planets." The other 46 tiny moons could be represented
This mod is a more in depth alteration to the races, placing more empathasis on fighter/bombers in the offense/defense roles and making things a bit more empowered while still keeping the core gameplay elements the same. The changes are as follows: (inspired in part by some other mods I've seen around) -Orbital Defense platforms: doubled the Hull points, range and damage for all of these, making them more effective for planetary defense. but still not the only thing you'd want
[quote]I'm seeing only one troll in this thread... Has it occured to you that you're simply off-topic in this thread? It's about creating a map, using the tools provided by, shockingly, the developers themselves.[/quote] I agree Pndrev, from my experience with Star Dock games the devs made them easy to mod because they [I]want[/I]you to mod the game to how you (and your friend or what not)like it, as well as share those mods with the community. Given the devs most certainly enj