xthetenth

xthetenth

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

[quote] what you could do is give it a pasive ability that slows the phase speed by 500% or somthing.(to simulate STL drives) this makes it the that they can still make intersteler trave but it takes some time [/quote] The thing about it is that we want to make orcas carryable by tau caps, it's a really tricky effext to do right, because they shouldn't be able to jump. Like only a ton of chainable effects could make it work, and it'll be really annoying.

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[quote]You can still play on the Internet against AI players only (like in the screenshot).[/quote] *WHEW* thought I'd have to get friends there, you scared me [e digicons]:P[/e] .

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Only works on 1.1, 1.1 added some new data fields. The thing that might be a problem with that software is that it may or may not be able to open the right stuff, and if you're messing with potentially crippled software, you might as well get a demo of something that's a known quantity.

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Glad to hear it, first up is going to be nova cannons for the ships that need it (looking for an effect, would it throw you all off too much if I used a capital ship's death effect?) and planets (mostly for random maps, but I'll include fluffier versions of the stock planets with a bit more visual variety (I'll mix in the sins plus textures))

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What happens to eldar who die... oh, that involves warp storms... Being on a planet taken over by cultists... oh, that involves warp storms... A black crusade... oh, that involves warp storms... Yep, anything is now officially better than warp storms.

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[quote]How are you going to implement the Tau escorts who doesn't have warp capabilities? like the warden and orca.[/quote] No idea as of now, an ability on the ships might work. Give the ships the ability to spawn the orcas for cost (added in 1.1), and give the orcas the ability to dock and restore the % of hp they have left. Should work okay, but I'm not sure.

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I use notepad++ for the entities and meshs, it's a really good text file editor, you can clone windows to other views and lots of other fun stuff that really helps out, and I use gimp whenever I need to play with textures (you'll need a plugin to work with .dds files like most of the ones in sins), but considering that I'm already able to deal with any of that, if yo

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[quote]There are two ways to make the manta into the definative bomber, that readily springs to mind[/quote] There's one other key thing about the manta that makes it awesome. It'll be a one bomber squad (the chaos one will too, but that has a bland effect) with an awesome set of firing effects. 2 heavy railguns and 6 ion cannons will make for quite the light show and that range will let them hit before they fly into flak range, so that'll let them shoot even if they get killed by the

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[quote]The current website holding the story is down at the moment, so that's always a bit suckular. Its a good story, about a Guardsmen named Dirk, who is the universe's luckiest person. If you read it you'll find out how lucky and such. FYI, its safe, so no woes. {You can only download it 10 times for some reason, I guess a new policy of theirs. If you can't download it, tell me and I'll try an alternative!}[/quote] Got it, pretty funny. I liked that line about seeing fear and a kra

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[quote]They don't fire their broad sides at all unless you micro it for them to move their behinds (which maybe too micro?)[/quote] They do if you play them the way I do! [e digicons]:grin:[/e] I generally use a move order instead of an attack order, works better. My general rule of thumb is place your ships in the front 2/3ds of the enemy fleet, and hit the back with the torps, and if you use them like that, they will fire everything. I do want to make the formations a bit looser

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Yeah, but it's such a nice big explosion.... [e digicons]:smitten:[/e] I couldn't resist.... And yeah, it's actually a good thing that they don't broadside. Their torpedoes' expected damage is almost the same as that of the broadsides, and if they go in straight, then they can wiggle to fire all their weapons in a fast salvo. Also, when they go in, they're in the best aspect to do the most damage they can. The battlecruisers and battleships have their dorsals locked forward, so th

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Yeah, that's what I was thinking, it was an idea I got for the eldar originally, and I think it'd work well for the escorts. One thing to remember is that escorts are not frigates. They're a lot more maneuverable and have disproportionate firepower, but are very fragile. The best way to use them (I think) is a series of slashing attacks on the enemies' rear, getting out of range before they can respond.

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[quote]i got some script of this forum, everyone is hating and wanting the first one but i cant find a file link to download the first version sadly....[/quote] I don't hate, I just want. [e digicons]:grin:[/e] That'd be awesome if you could get us even a very very simple texture. By very I mean make the prows white and the shade of team color not too heavily affected by the lighting so it looks darkish even when lit brightly and still has color when not lit so brightly. Some trim

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Hmmm... that's very odd. If you want to try texturing, we'd be happy to set you up with on of the .objs, just ask in our modcraft forum . I have no idea why it wouldn't import our meshs, try the overlord, because a lot of them have minor errors that don't effect gameplay but may confuse 3ds.

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Ahhh, now it makes sense. The escorts aren't all that strong and they don't use firepower dilution at all, they just queue up nicely to get shot. Howver with some cruisers they'd have some teeth. I'm not sure how many I want to put in the base, but I want to see a cruiser pop up in the nastiest two levels of raids and the garrison to give them at least a little bit of teeth, it's pathetic otherwise. With a cap, those raids would take two cruisers and a modicum of attention to beat, which coul

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[quote]If you get the reference; cookie for you.[/quote] no cookie, I'm sorry, do you have a link instead? [quote]I can't be certian until i have faced them in battle, but it would probaly make it a bad idea to dump 5 cap ships and return later to see how they are doing.[/quote] Huh? I don't get what you're saying. Also, all cruisers are in the same weight class and are generally close in their capabilities, so guess off that. [quote][crazy idea] the flak do se

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[quote]No, I need that. Let me know when you can get me a copy.[/quote] I'll PM it to you on modcraft right now. [quote]-sniff- The little mod is finally growing up...they grow up so fast! [sobs with happiness][/quote] haha, what'd you think of it?

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[quote]I'm trying to get videos together.[/quote] SWEEEEEEEEEEET. I've been longing for a video of this mod to set to liberi fatali (The ff8 theme, don't ask me why) for a few days now. [e digicons]:grin:[/e] I got you the internal version with chaos and the IN, right? If so, try to keep the chaos caps other than the despoiler off the videos, will ya? Also, if you take the time to learn the change galaxy command menu in the dev exe, it'll make your life a lot easier.

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[quote]With the increased importance on broadsides it'd be fantastic if the fleet formation options were expanded, rather than just the tight, normal or loose coherence from vanilla sins.[/quote] I'll see what I can do about that, I don't know how detailed I can get, but I definitely want to see if I can increase the spacing between the various ranks so the support ships can stay off the firing line. [quote]Will boarding torpedoes be dealt with as an exectuable

794 Replies 1,872,010 Views