J808

J808

Joined Member # 2871518
4 Posts 84 Replies 157 Reputation

The beam looks damn good in that video man. I was wondering if you guys were going to include beamed bombs, I'm assuming it's an ability... does it beam it near the vicinity of the target ship or does it beam it onboard? Is the Daedalus a cruiser or capital class ship?

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They both look good but like some others have said, the second one looks a bit better. I think it may be because you also have a shot of the ship in there and in the first one the beam is just sitting in the middle of space. I am really impressed that you are going to this length of detail though to make it look authentic. A video of them in action would be a better way to judge though if you really want an opinion from the public. On a side note I just watched my co

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Another question. Where do I look to change the number of strikecraft a ship gets at the start and when it gets more as it levels up? Edit: Having another problem with the weapon effect. I want it to look exactly like the beam weapons the TEC Kol does. The muzzle and hit effects show up on my ship and the ship being hit BUT the beam itself is nowhere to be seen. Not sure what's wrong. File looks like this: weaponEffectOriginType "Targetter" w

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Hmm are you guys giving any race the ability to BUILD stargates or are you guys just gonna have them at certain planets etc? Funny you brought up the Asurans using stargates as weapons because I was doing some digging into info on Ancient satellite weapons and that ZPM powered gatebeam came up in my researching. I had totally forgotten they had such a devastating weapon. It would be utterly ridiculous if you guys could somehow incorporate something like that into t

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I don't want to start another thread so I will just hope someone will stumble upon this and give an answer. I want to create an ability where a ship will use an energy weapon like a normal weapon. First question is how do I know where the weapon will originate from? Second question is can I somehow tie this into a reduced shield mitigation factor? I was thinking along the lines of each time you use the weapon shield mitigation will be reduced for a period of

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Well I guess the next question would be if you could somehow modify it so that only one weapon type in any given bank could have more than a single target while the others don't?

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Thanks for the response! So if I wanted to give a ship just a single weapon type but it still to have the effectiveness of having 3 of the same weapon all I would need to do is increase the TargetCountPerBank to 3 right? Thanks for the link btw, I looked at that the other day. It lists all the stuff but doesn't describe what it does exactly and the relationships to other things i.e. Weapontype -> armortype. I guess most people just do it by trial and error which

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I got a few questions about I guess terminology for modding weapons and ships. Is there somewhere that explains the terminology of all the stuff in the entity files for this stuff? More specifically I am wondering about stuff like AttackType "CAPITALSHIP". At first I was thinking that maybe this governs targetting priority, meaning that this weapon would target Capital Ships first when initially engaging a fleet. After looking through the ship files more though

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Yeah I've gotten Particle Forge working and seem to have shortened it some by reducing the Speed Linear - Min from -60 to -6. What I wanted to do is to just reduce the entire thing down to half or so though, not sure how to do that. I sent you a PM yesterday asking for your drone file but don't think I left my email. I'll send another one now.

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[quote who="kris159" reply="24" id="2142952"] Quoting MarkCef, reply 5@ Overseer Just wondering, is there an easy way for me to change, say, the number of drones fired from a specific ship or from a specific ability? i hope you dont mind dolynick but i edited the auora class warship to fire about 30 drones at once when using the drone swarm, but decreased the damage so its like it was when john sheppard fired at the replicators in the big space batttle, and made all

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Trying to get particleforge to work. Tried on both Vista and XP but just crashes when trying to open. Is there something i'm doing wrong? help?

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Just kinda dawned on me as all this jumper/stargate thing came up but... are the stargates gonna be buildable by a race or... has it been stated that the Asurans can build stargates etc? I know they have ZPMs and what not, but was it stated that they could build stargates and/or a stargate network in the show?

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I'm not sure if it's just me or not but whenever I try to play the Hyperion Gates map as soon as the game starts it says I lose and that's that. I am using SGGalaxy, Fleetsize, Volumetric and Bailknights. Also, how hard would it be to take out the Planetsize mod from SGGalaxy. Would it be too much to ask to have a version where its just Galaxy Mod and SG Races? I don't want to seem picky because I really do enjoy this mod but it just takes way too long to get aroun

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I almost exclusively use the Ancients with this mod because I can't seem to win on Hard with the Asgard or Wraith. I think my style just perfectly meshes with the Ancients. IMO the Ancients are fortifiers which is the style I like. To start off I pop out 2 military labs and get researching on the Revenant, that's my free capital ship. I usually don't create any other ships while I try to expand and grab 3-4 more planets. I emphasize researc

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Not that it needs to be now or anything but as things get finalized would it be possible to give a list of all the ships for each of the three races and well as maybe their abilities (for the capitals) and the descriptions you gave them (omg pictures to accompany each description would be awesome)? Perhaps even the upgradeable stuff for the starbases and/or the race specific highlights for each on the tech tree. Are you guys going to go as indepth with the W

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Well, played a pretty long game with no crashes or problems. I tried using the Asgard earlier but with the bigger planets it was too hard for me to defend my territory. They have no strikecraft so the invaders would just go to the side of the planets that weren't defended by beam platforms or starbases and hit me from there with their bombardment frigs. Maybe it's just my playstyle because I typically just use lots of captials/cruisers (I work well using the Ancients I gue

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Okay I tried SG-Races - SGGalaxy - Fleet - Volumetric - Bailknight and it enabled fine. Picked the Ancients and sent my probes out to see if there were any of the new planet types but there was nothing I could see and the planet sizes were normal.

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Okay an update of sorts I guess. SGGalaxy doesn't do anything for me. It will enable but I cannot select Ancients/Asgard/Wraith etc. I'm not familiar with Sinsplus so I'm not sure how to mod priority is supposed to look but it seems like GalaxyMod just wont work. It minidumps me everytime I try to enable it whether it's the only mod I am trying to enable or if my mod priority is SGRaces - GalaxyMod - PlanetSize - Fleetsize - Volumetric - Bailknight. May

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Cool, I'll give this a try later today. Edit: Okay so I dled the dolynick_SGGalaxy-e0.90b.zip link and when I went to unzip it there were 2 folders in there. One was entitled dolynick_SGGalaxy-e0.90b and the other was dolynick_GalaxyMod-e0.90b. I tried enabling the dolynick_GalaxyMod-e0.90b because it had the latest modified date on

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