xthetenth

xthetenth

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

In a few days, depends on when I get time and how much time I get. I'm rather busy, and I'm still not sure whether I want to tweak the buildings' stats. I'd say Friday or Saturday sometime is the latest it'll be out. It's pretty much done if I don't tweak the buildings, and chaos already have half of their civilian cutback complete, next is figuring out what to give them to make up for it. What I'm thinking right now is give them the vasari salvage capability and a raiding ability where they

794 Replies 1,870,908 Views

I'm finally back to a reliable internet connection, I'll try to answer everything I can, but I'm pretty busy right now, so I won't be able to get anything more than I already have done for a while. However, I have all chaos ships other than the planet killer done (can't figure out how to make the dratted thing with an ability) and all tau ships of ther than the wardens and the orcas done, they will be wierd, because they aren't supposed to be warp capable, instead relying on a parent ship. Fo

794 Replies 1,870,908 Views

[quote]Hay there. i just wanted to comend you on the fantastic mod , really good to see the imperium nearly all together now. i actually only brought sose and entrenchment for this mod, so dont stop now. Are you going to be releasing some else to fight in the next one, chaos would be great, but ithink you idea of getting one race at a time done it, the best soultion. Keep up the good work. [/quote] I'd like to thank you very much for buying sins just for this mod, I'm really glad you

794 Replies 1,870,908 Views

I think you should get the incompetent schmuck peddling this mediocre, bug riddled.... oh wait, that's me. Riiight [e digicons]:dur:[/e] Working on a fix addon, fixes for strings I know I fixed, and a lot more durable ramilies (hopefully). Until then, I'd higly recommend building only lance turrets instead of the weapons battery and torpedo ones. EDIT: Fix done and tested, pretty much right. I changed the quick start to be 3 supers and normal to

794 Replies 1,870,908 Views

That's wierd, I'll try to upload to another site later tonight. Multi-arc weapons are ones that in tabletop can fire in, for example, either the front or left arc. For readily apparent reasons this doesn't play nice with sins. More detail later, got to run.

794 Replies 1,870,908 Views

[quote]Also, xtheneth, you could probably do Sharks with an ability ON THE SQUAD because in Entrenchment you can stick an ability on the squad's entity file. You can check the Advent minelayer squad file for this, as it has an ability to convert the squad into mines.[/quote] Yep, the weird thing was that I got a minidump when I tried adding an ability to fighters in an ill-fated attempt to make them more effective (this was back when the damage types were messed up and fighters were u

794 Replies 1,870,908 Views

Nope, AdMech are a seperate fleet with fancy additional bonuses to their ships and a dorsal lance on each cruiser instead of battlecruisers. This means they get a seperate fleet. It doesn't, however, mean that if the allies idea I came up with works out that the imperials won't have access to an admech ship or two.

794 Replies 1,870,908 Views

[quote]with the ship names, I meant that the type (frigate/cruiser/battlecruiser/battleship) component of the name wasn't capitalized, so it looked a little off. With the cap ship names, are the existing ones removed in favor of the current ones, or are the new names additional ones; also, do you think it's possible to add additional races' cap ship names, for example, have 5 or 6 different races that all feature a different set of capital ship names? also, are Grand Cruisers simply really bi

794 Replies 1,870,908 Views

[quote]didn't know if this is something you already knew, but the 'Fire Turrets' ability on the capital ships has only one level. Is this because it is used for multiple ships?[/quote] That's more because the turrets are an intrinsic part of the ship, rather than something to represent the skills of the crew. That and the abilities are shared between capital ships and non-capital ships, which iirc would mean the non caps wouldn't have it work since it'd be level 0. [quote]Also

794 Replies 1,870,908 Views

[quote]3. where's the patch for the mod? (you said it'd be coming out in a couple of days on July 3, today's the 5th)[/quote] I'm a lying bastard who got dragged on a vacation to a place with terrible internet, so I decided to make up for it with gratuitous feature creep to pass the time. For example, the ramilies star fort is now going to be in the patch in an initial form. Sorry, but it'll be better in the long run. I'm also getting the time to try to make nova cannons and turrets w

794 Replies 1,870,908 Views

You know I'm gonna have to envy you your assault termies' 3+ invulnerable save, right? My poor outdated templars [e digicons]-_-[/e] don't get that, they get the old 4+ in melee or whatever it is. Crusader squads are still awesome though [e digicons]:grin:[/e] . Thanks for the trailer offer, there should be plenty of stuff to work with in the mod. LordHood, you're right, I really need to brighten the textures a bit, it's just a bit hard doing it by hand in phot

794 Replies 1,870,908 Views

I don't have a good enough camera, but I do have some incredibly blurry shots of the bridge conversion here: http://s117.photobucket.com/albums/o42/xthetenth/bfg%20ships/ The painting isn't nearly done on that one and I'd made some mistakes with the gold. It's a very simple scheme, though, the blue provides a nice varied base for the gold detail. Looks sharp, easy to paint (relatively, can't get the gold to st

794 Replies 1,870,908 Views

[quote]Yeah those are mine in Gothicomp. Ive been meaning to finish up my Chaos fleet to submit this year.... but the combination of it being yr 12 and a new zealand ski trip in 4 days makes it hard =P[/quote] I'm trying to get a chaos cruiser together for that, but other than the sweet bridge which isn't a particularly impressive conversion as gothicomp conversions go most of what makes it good is metallic gold and a deep blue enamel paint, and neither can stand up to really good det

794 Replies 1,870,908 Views

[quote who="Chang739" reply="18" id="2287745"]Wow guys, you have really come a long way! Dunno if you remember me, but I was around when you guys started out. I dont have entrentchment yet, so I cant play test just yet, but i will soon. Keep it up, your all doing great work! Once I get entrentchment, Ill help any way I can. One area I figure myself to be good at is filming/film editing, so I can make some trailers for you guys if you want? Just a tip (I know it was rushed) but in that IN trai

794 Replies 1,870,908 Views

[quote] How about a space marine strike cruiser as a heavy cruiser? It could be an expensive but incredibly effective planet assaulting addition for your fleet once you reach a certain research level (those Imperial guard transports are fragile, but I think it would be good to have something more durable and effective later on in the game). And you could add a Space Marine Battle barge as an effective and very durable flagship to spearpoint your assaults. I'd say that it would be a serious th

794 Replies 1,870,908 Views

[quote]Suggestion for new capital ship --> Avenger Grand Cruiser (Pwease ) I know I've said this before but it is the most unique GC in my opinion and you don't really need ALL of the variants (unless you want) The Imperium is going to need more than 2 capital ships.[/quote] Yeah, I know about the imperial/chaos generic gc, I just don't know where to come by pics and my camera's so bad I'm not likely to buy one. Do you have one? If so, the best way to get it in is to give us a side

794 Replies 1,870,908 Views

I do believe there is a way to make it work, somebody else on the modcraft thread got ti working, it had to do with deleting old files, I'll try to get you the method. Other note, once I get the dauntless class light cruiser models from inert I'll be releasing the patch which should fix a lot of problems. The most improtant stuff I've dealt with are the issues with stacking (it's now truly native 1.03 entrenchment, I fixed that screwup), reduced transport damage to brin

794 Replies 1,870,908 Views

Ahh, gotcha now, I'm cleaning it out now regardless, but just know that basically everything's changed in this mod so that stacking mods is a royally bad idea. Mostly that's because all the armor types are entirely different and all the planets are changed. Also, I've been something of a lazy bastard and haven't fully made the mod use new file names so some things might be overriden oddly. However, if that is the case that it's stacking related, I'll put off releasing the patch till sometime

794 Replies 1,870,908 Views

Hmm, that's odd, what version of sins are you using? I know it works for entrenchment 1.02 and it should work with 1.03 without complaint. If you don't have entrenchment, I'm sorry but we're going to need it for features we're going to add. If you do have one of those versions, I don't know what the hell's up but it may be fixed in the next version when I make it natively 1.03 (it was made with 1.02 entities but works with 1.03 for everybody on the team so it should work for everybody). If yo

794 Replies 1,870,908 Views

Tyndaria, sorry about the late response, meant to get to it yesterday, but steam's browser ate my post (no more posting while feeding my empire total war addiction, I guess). [quote]Ships die VERY fast. Now, I don't mean an über battle of a hundred plus ships. I mean, ten minutes into the game I have a cap ship and some frigates taking the nearby planets held by rebels and the like and the dinky frigates on both sides die within seconds. This isn't necessarily a bad thing, but if

794 Replies 1,870,908 Views