it is not a stand alone fix, ships must also be heavily rebalanced. I am hoping for a greater amount of tactical depth, such as HW has accomplished, but still keep sin's awesome aspects on the empire side
derenek
go to their mod section for sins and you'll see what I mean, they should really add in graphics of spiderwebs to complete the image.
it helps balance out any battle. That way the strategy used is fleet design and coordination rather than sheer numbers.
It's standard group psychology, crowds are easily influenced and are subject to groupthink.
easy 4 the devs that is, not 4 modders, they haven't released any network code that I am aware of.
well if your rig can handle the massive polygon count of larger ships all on the screen at once go 4 it :-)
lol, u guys need to play gal civ 2 if u like turn based space strat.
hmmm, a relatively simple way to convert sins into an mmo style game would be to set up a central server, then hardcode wormholes(or whichever device people want) to start a new instanced game using some particular map. Then the server backend would monitor active systems and player ip's and ensure that wormhole jumpers would be hot seated into a running game instead of placed into a new game. Then it's a matter of fine tuning. like details about how many ships u can bring thru at once, how m
http://notepad-plus.sourceforge.net/uk/site.htm the plugin is called convertext however, if u r not sure how to operate sourcecode autoreplace settings, then it may cause u more headaches than u r solving
really? u think impulse is convenient? I guess compared to editing sourcecode it is. However most people, and by most people I mean myself, just don't want to waste time browsing around impulse's shoddily organized and rarely updated mod pages.
yeah. lower the fleet cap and the devs should ive us modders a way to limit the number of friendly ships allowed into a gravity well (i.e. block the phase lane in until those ships leave), this way we can keep zerg rush from ever happening.
easy to learn difficult to master, this is the hallmark of a great game.
hey shadow, can u bug the higher ups at alethia to hurry and set up/upload the 3dmeshes for the bsg ships we alredy have done? I think if we both harass them at once they'll do it sooner.
really? devs never talked 2 me b4 :-(
just tell me when u guys upload the ship meshes to our ftp so I can test up some weapons and abilities codes.
there is a character replace plugin u can download at trhe notepad++ site. then set it to replace any number of zeroes higher than one in a row with empty space.
as much as i luv sinning, Blizzard still holds the crown as the king of game companies
yeah... hmmm... inconvenience vs inconvenience
frankly I think permanent invisibility is a game breaker.
I like it when ships must take between 2 and 5 minutes to traverse between star systems. That way each system has some very important strategic value and you can't depend on constantly pumping out a stream of frigates from one phase jump away. You have yo calculate what fleet size you will need as u won't have immediate access to backup, and people won't take every one of their ships with them on map rampages. What kind of sane commander would leave all of their populated planets undefended w
7ds, while I like most of the mods in it is a huge mishmash and highly unbalanced for multi anyways.
it should b an optional thing. "Push button now to download mod" "mod size Xmb:eta Xminutes"
Hopefully streamlining it will allow the tie fighters to actually spawn. So you think it was an overabundance of additional effects that caused the minidump?
reverse engineering, dissassembling, or otherwise snooping the code not specifically granted to us by the godly copyright owners is a breach of the EULA. That being said, message me when you find more info I want to be able to make better mods too ;-)
[quote who="Orodum" reply="21" id="1965243"]we would have to create that from scratch. unless we did put a antimatter usage on it, and they used an antimatter drain, that might work.[/quote] or we could stick on an ungodly cooldown period after the ability wears off, so set the on ability end trigger to activate a cooldown that lasts like 10 minutes, so cloak would have to be used strategically.