[quote who="Ryat" reply="7551" id="3194874"]Possible bad download. What is the checksum?[/quote] Checksum is 45859818, which is, I believe, correct. Is there anyway to find out what specifically caused the minidump? Perhaps by opening the minidump itself?
BT4282
I have a problem. I downloaded the mod and put it on the mod folder. I enable the mod, but then I try and apply the changes to play with it I go to a loading screen followed by the game freezing up and a minidump being generated. Obviously this is just an Alpha release, but reading through the most recent posts I haven't seen anyone else with the same issue and was wondering whether anyone knew what has gone wrong or if there's a known issue with Sins and a simp
A few of you probably still remember Starlancer, the predecessor to Freelancer, for those that don't it was a pretty good Space Combat game for the Dreamcast and PC in the vein of the Freespace and Wing Commander games. One of the most interesting things about it was that it eschewed the usual sci-fi fare of having the plucky humans fighting the evil alien menace in favour of the plucky humans fighting the... well plucky humans. But the plucky humans you fought were in fact... "Evil Spa
[quote] Relic is owned by THQ now. They couldn't make a Homeworld sequel even if they wanted to if Vivendi/Sierra own the rights (which they probably do). Relic re-acquired the rights to the Homeworld franchise from Vivendi THQ confirmed it so they own it (just to clear things up there lol <img id="ImageResize_Image_2" onload="ImageResizer.createOn(this);" src="http://images.stardock.com/smiles/Tongue.gif" align="absmiddle" border="0
Not to mention the Mid-Range and Outer Asteroid fields.
I remember that game! I still have the Gamecube version somewhere around here, and I used to have the Dreamcast version as well before it got lost, it was really quite fun to play. And likewise I'm pretty sure you could mod the game for it just as you said.
You see a fair few new ships in the second and third games, in the third game the only really good thing I can say about it is that they showed some newer and higher detail UNSC and Covenant ships. And there's a few people discussing Stargate Mods already.
I think I might try editing one of the maps to give the AIs a large amount of resources to play with, and see whether that will help it tech up consistently and create more (and more varied) fleets. Because from what I can tell the AI likes to upgrade it's Civic tech to the detriment of its military. whilst building vast numbers of low end ships which inevitably get destroyed when I go hunting, thus depriving them of the resources required to tech up effectively. I also agree that it w
Hehe, the first map I made was actually Sol. Not sure how good it is though as I based my approximations of where stuff was simply from my own vague memories and google image search.
Also don't forget that if you increase the pop cap that the AIs will simply increase their own fleets as well. Though on the other hand from what I've seen, from the five or so games I've played, the AI seems to group together the vast majority of their fleet towards the end and hit you planet by planet in a very methodical fashion, and hardly ever has subsidiary fleets of any real size or consequence. So that might stop them rushing you with multiple huge fleets, on the other hand it won't stop
I would be happy to help in any way I can, though unfortunately the only skills I possess are those of quill and parchment and a certain aptitude for learning. In other words I'm a dab hand at the writing and can pick things up as I go if needed. :)
[quote] 8) There are 5 frigates, 4 cruisers, 4 capital ships per race. [/quote] Is it theoretically possible to have more types of ships available by having more than two ship-building facilities? And a more pertinent question to that would be whether the number of buildings and ships able to be built is limited by the number of slots for build buttons in each respective ship-yard? (I do hope that made sense.)
You could always meander over to Sci Fi meshes and take a gander at some of the fan-deigns for ships. Though they do tend to be for Earth ships more than anything else. Although for different classes of Goa'uld capital ships you could simply modify the mesh a bit and shrink it slightly. Same could be done for Wraith Cruisers and Hive Ships to create smaller capitals and a middle ground between the Cruisers and Hives. I suppose you could also try making a Human Battleship by cutting the
[quote] @BT - I keep hoping for someone from the HW2 BSG community to pop up here and get involved. We got a good bunch of people together and no one wants to replicate work already done. So we shall a little while longer. I think after the game is released we will get a big huge jump in membership and maybe some people from that community will appear. [/quote] Well I'm a member over at the BSG Fleet Commanders forums, and I have been meaning to
A BSG mod would be pretty fantastic for Sins, and as someone has mentioned there are loads of models done for HW2 which could be used. For example the guys over at BSG fleet commander have done some excellent stuff, though how openb to sharing they'd be is... uncertain. As for a setting I'd suggest that working around an alternate timeline might be best in terms of allowing the scale of conflict required to make such a mod work with Sins. In other words set it from a point whereby the