look at the code for abilities that do just that, any group buff abilities will have the format you want.
derenek
someone should FRAPS/youtube a step by step 4 the nublets
lol, a walkthrough? there's no single player campaign. The hint is this. 1. Build a lot of ships 2. Attack your opponent
Why not just allow a couple titans and make them mobile starbases.
yeah auto map download or auto mod download between people who join games would be pretty awesome.
I abstain I think the devs should just make the sound files and data more accessible so users can mod it out on their own.
programmers are generally visual artists. So developing sound and music is actually often a difficult process for game design teams.
lol, it's not a replacement for a fleet, it is an augmentation. Right now there is not enough strategic defense in the game. The game boils quickly down to amassing a single large fleet and going on a rampage. I kind of got bored of that during the first command and conquer with mass tank rush battles. Honestly I think fleet size caps should be reduced drastically, too many ships turns a strategy game into a game of attrition and zerg rushes.
I love using macroshaft as the scapegoat.....muahahahaha
the problem is vista
well, first we have to understand the cloaking mechanic. Is it supposed to be an all around invisibility spell or something that gives an added benefit in combat? If what you want is actual invisibility to both players and to the ships in the game it is very tough to pull off. However if you just want to cloak it from the ships in the game and not necessarily from the players then it is much easier. This way you can create an ability that uses the
in my post about specific targetable areas in capital ships a few of us put down some code ideas for cloaking, check it out, I'd like to hear your advice/input
I've designed some good maps that eliminate early game frigate spam. Make a huge 7 star map with one unihabited system that controls all the resources and plug it full of pirate bases so nobody can get a secure grip on it. That way you'll have enough time to think of a good and fun strategy that doesn't involve zergling horde tactics. It also forces people to build some civilian research because you need it to let your ships jump out of your system into enemy space. (long range jumps)
FRIGATE ZERG RUSH IS THE STANDARD FARE ANYWAYS IN SINS MULTIPLAYER. tHAT'S WHY i DON'T GO ONLINE ANYMORE.
yeah I am on minidump 15 for the day... this is where I usually get frustrated and quit for 2 DAYS...HAHAHA
yeah it sux that nobody seems to be doing werk, but I managed to get access to a bunch of new 3d models/meshes, so that should speed us up quite a bit. I also got the full version of xsi7 and 3dstudiomax so converting them from format to format shouldn't b toooo tough. ***keeps fingers crossed***
Hey Spartan I posted on our official forums about the new models/meshes I was able to get my grubby hands on. Anyways check out my post there and tell me what u think :-) thnx
oh, that's what u meant, I thought you had actually managed to make the shipyard into a ship entity...lol...
yeah, I am trying to gather up models from random HW mods and convert them into sins and add in some more depth, all at the same time busting my chops trying to get more resources for the sins of alethia/battlestar galactica mod.
if u code the ai yourself, u won't have 2 worry to much, just think about every ability and the optimal trigger scenario and code it in.
but it should work whether or not it is a passive ability, because it is a triggered on activation code and not a triggered upon striking target code.
lol, I was just sayong that because it was the only ability that popped into my head when I was typing. I am gonna attach that trigger to all the abilities on every ship I can. You're right though, even in HW2 the caps didn't move that much.
you managed to get a mobile shipyard working?