xthetenth

xthetenth

Joined Member # 2822658
5 Posts 969 Replies 1,388 Reputation

And eldar names are gonna be as bad. How're you liking the mod now? (me promises me is going to fix bombers for the next revision, it's just gonna take time I don't have). Also, do you guys think they aren't powerful enough or are still good against full capships, which have the turrets to suppress them? They are the best counter against escorts, which don't have the turrets or armor to resist them well, so it's rather unsurprising that they'd do well in cleaning up escorts. Try a full fleet bat

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Most of those names are good, I don't think chaos wants the false emperor to protect them =p, but I actually went through them last night. The alpha is still closed, it should open up soonish though. Prezo, any idea when I can get a battleship and escort model with working (not necessarily perfect, just not crash-inducing) emitters, and also my reading is correct that once we get all the obvious sins IP out of the way, there's no problem with the IP restrictions?

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Okay, that's more for the feedback that carriers pwn too much. I was a bit worried about that without turrets, and I'll fix that for the next version. I'm kind of perplexed about battleships being too weak. I guess you can't afford enough fleet with the capship techs being as expensive as they are. I have no bloody clue on the economy yet. I think the lack of a research tree with large costs of metal and crystal is making them too prevalent late, so that'll get fixed. I will fix the effects, jus

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Okay, I'll try to get a handle on the carriers. They are supposed to be moderately more powerful and expensive, but if they're way more powerful, that's gotta change till I get turrets in. Do remember that fighters can pierce shields, so 1v1s or effective 1v1s are going to favor fighters, and they don't directly contribute to gunnery overwhelming shields. I'll check out whether slaughters are actually firing their broadsides, because that would throw off effectiveness rather significantly. Final

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What!? Minidumps when you scuttle? That's like the last place I'd look. The models aren't done yet, so right now all the cruisers are using the slaughter mesh and escorts and battleships don't have a model yet. Also, the emitters aren't working right on that model. It's almost entirely stable, but the weapon emiters don't work, so it shoots out its center point. That isn't in my ballpark, but I think prezo's almost done with it. Right now, it's just the gameplay present. Glad you like it, though

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Okay, sent. You got lucky, there are a few typo fixes in there, so now everybody gets them. Prezo, I only have your hotmail, so I won't bother, it's on the skydrive. Also, I want your opinion on fighters' build speed and shield penetrating power. Is it imbalanced or are fighters worth the cost? EDIT: fixed the crashing if you mouse over the missile tech, that'll make it into next release. Hope you all like the mod. Another thing, DON'T blunder into a pirate base with a ship you like unt

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All you guys, I did make one mistake. Structures are mostly invulnerable because of an unanticipated armor type. OOPS! I'll get out an updated version soon that fixes that and impements your first suggestions. If you really want to change it at home, go into the BFG mod directory, open up GameInfo, and in there find these two files: PLANETMODULE_TECHORBITALFRIGATEFACTORY.entity PLANETMODULE_TECHORBITALCAPITALSHIPFACTORY.entity In these files change this: armorType "Very

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Guys, do me a favor and tell me if you got my email, because otherwise I'm not sure if my school mail account (the only one that works right) is working properly. EDIT: Just tested it, I think it works. Chang be aware that hotmail flagged my test mail as junk.

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No, not all of them. You may find the research tree looks barer than that christmas tree you retroactively declare a shrine to nurgle in February and there's only one of the things left. Also, I had a problem with hotmail's virus scanner, so I sent it again with my school email. Tell me if you got it.

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I think it's bug free, but don't don't don't mouse over the missile research. It crashes the game, but I need it so torps and bombers work right. Grr.... Anyway, have fun, but I won't write anything explaining what stuff does till tomorrow. Will post that once it's done. Chang, if I don't mail it to you, PM me with your mail adress. Thanks. Sweet, I just got in a fight, and I can now confirm all ordnance ignores shields. Also, it's rather likely to find itself on the receiving

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Yah, I know, I just figured you might like to know the trade is prompt, cause I haven't seen you in a few posts (come to think of it that's like hours) :p. (testing) EDIT: Mah Strings asploded! One second while I figure out why English.str hates me. EDITAGAIN: Well, it's a minidump problem on startup, and the strings are good until you get the error prompt. Wonder what's really causing it?

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HOORAY! I'll trade you testing version (serious alpha stuff, I'm using an akkan mesh for the caps, but it'll play mostly right once I'm done) for them. Deal?

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I'm working on the BFG mod (shill :CONGRAT: ), and there is a very different number of armor and attack types from vanilla sins. More armor types by the time we get done and fewer attack types. Anyway, for internal code cleanliness reasons and so I know I'm not running into a hardcoded barrier, is it possible to make your own types, and if so, what files do you need to change? I changed the DamageData section of Gameplay.constants and I believe every mention of the old ones that will come up in

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Yes, you did tell us you were an aussie. I believe I remembered you complaining about how bad the postage on your fleet was going to be shipping it there, and I agreed wholeheartedly. Don't worry, the second I'm done, I'll PM you a link or see if I can get a mail address for you so you get it right away. Right now, the damage types are kicking my rear.

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Okay, I'm starting the damage type work now, should release sometime this afternoon. I just realized that I'll have to give the pirates chaos ships, so that pleasant surprise is in for all you guys. The part of the game I'm most interested in input on is spams that are almost unstoppable (evil spam, I'll try to fix it if it's a spamfest), pacing (very important, I want to know if you're overwhelmed or need a book), general fairness, and of course glitches (I'm testing everything as it goes in, s

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I don't know, it's not my job. Hope it's done so I can quickly replace this optical assault with something more aesthetically pleasing. Right now, I've got all the ships done. There are a few annoyances I'll try to sort out, but they're minor issues. First, mitigation displays wrong (I think). It says it's at 15% when all ships have a max of 0%. Maybe there's a base shield mitigation that I have to tweak, or maybe it just doesn't want to display a 0. Secondly, you'll have to build your

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aeons, my friend, aeons. The testing version is going well, but keep in mind that it's going to be a gameplay test, not a shiny happy mod quite yet, so I'm still proxying battleships with akkans (best emitter setup) and escorts with whatever fits (I'm using the equivalent firepower in weapons batteries till I get an escort with mulitple emitters). All multi-arc turrets are locked in the most sensible arc. For ranged ships (everything other than the slaughter, I forget where I pointed it

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Thank you very much, I keep forgetting about that, if anybody wants to play and tell me what they think once I get the test version up, try to meet me on vent, I'll figure that out once I'm asked. Spartan, we don't really need a room because some of our guys are on phone lines and can't use it anyway, and we'll be able to find space just fine if we need it, and that probably won't be often enough to justify making a room. Nice to see you're still interested in our mod, by the way :CONGRAT:, and

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That's what I'm doing, and I think I know where everything goes, but it's nice to be sure. On the modding front, I'm going to try to get all the cruisers done tonight, everything else and release tomorrow (with the approval of prezo, iNert, manuel and the other guys who weigh in). Be warned, they'll all have the same mesh =p and don't even bother researching, because it's neither balanced nor necessarily working. Other than that, there aren't many huge changes to sins, but the ships fit

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That article was what I was looking for, but whatever, I'll just try and figure it out without gluing anything wrong.

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Thank you spartan, your compliment is appreciated greatly, and hopefully warranted. We will see, but I'm starting to get closer to being ready to give out testing versions that will be very rough, but hopefully still be fun. Plus, you'll have the benefit of getting to play a game with me (just ask nicely, and I'll try to see if I can come up with a time we can test it out. It'll have to be a few weeks from now when I get high speed, but other than that, I'll try to work it out. Hopefully I can g

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I'm with chang here, bolters are much more like fully automatic snub-nosed 20mm autocannons... nasty business. Also, even before a space marine puts his armor on, he's got his ribcage which is more of a rib wall of reinforced steel after all the enhancments, heals in a matter of seconds so even a gruesome wound may not be fatal, and for the sheer lulz of it can spit acid in many cases. If anybody knows about it, White Dwarf made a "movie space marine" list that reflects the books and stuff where

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I'd go with pure IN. Your fleet is already split up enough as it is, and having another group of ships that want to maneuver so differently will add even more to the confusion. I know how tricky dealing with my dauntlesses can get (keep them out of heavy fire, but close to the main lines where they can keep the rest of my fleet from getting outgunned), and I'm playing a 2000 point fleet, so I've got a lot more room in my fleet for a third section (2040 really, but my opponent's playing my chaos

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