[link="https://forums.sinsofasolarempire.com/306747"]Company of Heroes styled critical hit system[/link] & [link="https://forums.sinsofasolarempire.com/308807"]More pew, pew.[/link]
Lost_WLd
DPS and balance remains unchanged from 1.04. I just enhanced the visuals. [quote]Hope you don't mind, but I'm already imagining adding this to my mod's next repack, with your permission of course.[/quote] Sure. It's made to be merged easily with other mods. :d
[quote]Been playing around with it, very nicely done There's just something cool about never ending streams of autocannon fire along with Bailknight's particles[/quote] :D [quote]Lost_Wld:This mod is absolutely amazing. Bailknight would be proud. Just to let you know, your mod is next on my list for:Merging in with 7 DEADLY SINS. I will be offering this mod packaged with all the other great mods out there, with your permission of course. Great work, and I am looking forward to
[quote]*****WLd + bailknight_graphicmod_v1.2Place this folder in your mod folder to run my mod merged with bailknight'sgraphic mod. I'd suggest doing this one as it looks a hell of a lot better. Tried this said it would take like six days to put in the mod folder lol[/quote] Sorry bout that, I left the data in text files so people could play with them. Even so the folder is only 65mb, it only takes my middle of the road computer about 30 seconds to move it around. You migh
[quote]Any idea how I can incorporate your mod into the Adama repack mod?Thanks,Javaslinger[/quote] Throw the files in the WLd Merger Folder into the respective Adama ones. IE: WLd Game Info files in to Adama Game Info. Then just move the PipelineEffect folder itself. Make a backup though, I haven't tried this yet. I'm just guessing. If it doesn't work you'll have to ask in the Adama mod post. :)
Gotta love computers... lol. I did test each one to make sure it worked before I zipped them. Hopefully this is an isolated incident. Glad you got it working though. :D
[quote]By messing with Bailknight's Graphical mod did you alter any other effects?[/quote] Quite a few. -Flash beams now actually flash. (epilepsy warning) -Phase missiles now "[I]phase[/I]" upon striking a target. -Auto-cannons are more machine gun like. (pew, pew) -Everything but beam weapons, phase missiles and abilities have shorter cool downs and fire more rapidly, but I spent a lot of time trying to make sure its not excessive. -Beam weap
Bump: Added more screen shots by request. P.S. pew, pew...
[quote]Hey, nice work Any chance you could put up a few more screenies, for those of us at work?[/quote] Sure sure. I have to get to bed soon(I'm night shift) but I'll try to get a few more good ones for you.
Welp, I haven't tried to do it yet but I'm guessing you just grab the files in the WLd merger folder and then throw them in the respective Adama folders. IE Game Info files into Game Info on the Adama mod. Barring Uzi's mod using the same files as my mod it should work. You might want to make a backup just in case it doesn't though :)
This is a maligned graphic mod I've been working on over the past year or so. I've rebuilt it quite a few times and am doing so again for the Entrenchment Expansion. I hope to actually finish it this time around. I'm currently working on the TEC effects. Unfortunately this modding thing is still new to me, so its taking me a little while to turn out new particle effects. [e digicons]:annoyed:[/e] <a id="ctl00__Content__RepeaterRepl
Nice work guys. :D
Nothing fancy for me... 1. 2. (>'.')> 3. 4. ^('.')^ 6. (Q'.')--Q 7. d-(^.^)-b 8. q-('.')-p They also double as planet designations. ;p
:NOTSURE:
Hi, I was wondering if anyone cracked this issue yet? I was hoping to add some Star Trek style shield effects to the mod I'm working on. For illustration, this type of effect:
[quote]This is very interesting, mind telling me how you do all this? im working on a mod myself and i really want to know how to raise the chance for crit hits involving fire n the like.[/quote] I'm just trying to mod the deathblows themselves right now, using chance on death occurrences. I'll start problem solving the critical hit system when I get them done :) It'll still be awhile though I r newb @ modding ;p [quote]I for one think it's a really cool concept.
Welp, I fixed it. The problem wasn't the mod. The crash was being caused by a certain 3rd party chat program. WTB my three days back. :SNIFF!: Thanks for replying so fast though Annatar :) P.S. Xfire can go to hell. P.P.S Can't stop laughing...
Hi, I'm trying to setup a planet ability that, in the end, I hope will allow me to trigger ondeath buffs when ships in the gravwell explode. I've been working on this ability chain for three days and all I've gotten is crashes so far X-( . I'm hoping some of the good modders can point out the flaws(praying its not just a typo). Any tips or help would be appreciated. :d Anywho here's the code: AbilityPlanetBodies(Applies the BuffB to shi
I actually have the expansion. I had to order it off of Amazon.com. The thing is really hard to find. The expansion just seems to add more variety to the game. But yes, awesome game. P.S. freakin worms...
Will do after I get back from work, thanks for a pointer. :)
[quote]ICO was down temporarily last night, should be ok now.[/quote] AKA: They had to replace the hamsters that power ICO. [I]Someone[/I] forgot to feed them again... :p
*sadface* oh wait... X-( heh, thx for the replies. I'll have to keep tinkering :/
doh, I just need a way to trigger a buff upon ship death :/ thx for the reply though :)
Hi guys. I'm currently trying to use the Explosions file to try to trigger a Buff type when ships die. I can't seem to get it to work, despite toying with it for the past three hours, so I decided to see what the experienced modders think about it. :p Here's what I'm trying to do at the moment. "Frigate0" is the explosion effect for all light frigates. I would like it to apply a Buff when a unit dies; in this case it would be to create a clone of a nearby frigate. If anyone has