here are some things that aren't ridiculous - "Auto-attack but don't rotate" behavior toggle is absolutely needed - Engine needs to take into account back weapons for overall DPS calculations - Up hardcode limit on flair points & weapon FX points per bank (10 is too low) - Structures owned by AI "players" defined in galaxyscenariodef cannot be spawned in orbit of planets that are uncolonizable or that they do not own, preventing for example pirate b
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[quote who="Stant123" reply="2" id="2989331"]Instead of having the weapon type be a projectile, set it up as a missile that is backloaded so that the damage doesn't apply until after the missile impacts and see if that works more to your likings.[/quote] This is by far the correct way to do things since you are in a situation where any missile projectile effects such as looping will be unnoticed. Anything else is going to be unwieldy at best.
i don't have much faith in cylon's ability to finish the mod because all he does is talk about jolly old england but the rest of us are gonna finish it this year
last week one of us carried it out too. we are looking for additional modelers e: the modeler is NOT expected to create any more entirely grey planes. we have those covered
we've got plenty of 'em in the staff forums but they manage to get hotfixes within 12 hours by temporal warping powers known to only elitist jerks. i think i should publically release the last alpha except with nothing but our corvettes with bright green base Sins models jettisoned at warp speed out of gravity wells (our last hilarious patched bug) and never coming back and call it Dawn of Victory Beta 420 IXI: Attack of the Clones but then people might actually think it was our first
we are of the "skinning stuff before we release it" aristocracy and oppress the proles daily, which apparently makes us elitist and has caused numerous anti-monarchist death threats to be issued to one Swiss Knight
help somebody is attacking my video game on the internet
[quote who="SteelFin" reply="224" id="2968770"]Even if the AI sucks, being able to start a game verse them (from your last post sounds like you'll be able to but is not recommended) is cool. People like to try and learn the ins and outs of the how the game plays with the mod without the competitive pressured environment that is multiplayer. [/quote] It'll work perfectly fine, just the AI won't expand. The value of having a sandbox for understanding how
[quote who="Malanthor" reply="220" id="2968704"]Yeah, i know you have implemented some new mechanisms but one could still have the new research, ships, sounds etc and play with AI and that dont sound like nothing to me. Maybe it would be tricky to do but would be nice if someone would take on the project. It would be the equal of any other mod pretty much so saying that we might aswell play regular sin for that sounds a little strange to me. [/quote] No. You can't. People that hav
it's a good thing the particle limit is quadrupled in user.setting during installation then
one of the major parts of the video is that we cut the battle and entire game down to the highlights to get it to a reasonable length and also to show what kind of strategies are possible. had we recorded the audio during the battle itself we would have ended up with something pretty incomprehensible.
giving new planet types proper icons should not crash the client also structures owned by AI "players" defined in galaxyscenariodef cannot be spawned in orbit of planets that are uncolonizable or that they do not own, preventing for example pirate bases in orbit of gas giants but this is an engine issue also please ban anybody that posted in this thread about "bacon" from ever using any of the mod tools thank you
Had we stuck to what worked with skirmish, we probably wouldn't be able to have a doctrines system at all. The AI will buy resources off the black market without regard to their price, for example, and without setting these prices astronomically high players could circumvent both the doctrines system and the overhauled resource capture system through hotkeys. If you're interested in Sins with a new paintjob there are plenty of mods like that available. Anyway even if we mad
well if i've learned anything from danman games incorporated llc - and i've learned a lot, including the addresses of everyone involved in the development of the blockbuster Wii title "Imagine Party Babyz", thanks to the handy people search function - it's that the existence of more than one person disagreeing with me must be because of the megalomaniacal bent of whoever appears to be in charge and not several distinct people. so here's a third opinion (trust me i am a doctor) (i am not reall
We always need testers, so even if you don't have any modding skills feel free to sign up for that.
Yeah, just use a standard material. The debug log spit out in the same place you save the mesh to will let you know if you messed up the syntax, but if you follow the tutorial closely it should all sync up. [quote who="SivCorp" reply="1" id="2803396"]http://soase.weebly.com/modeling-tools.html Most all the problems will be covered in there.[/quote] Actually none of his problems are covered in there so congratulations I guess.
I've been diagnosed with Modding Outrage-Related Onset Neuroatrophy Syndrome, or MORONS. Every time I look at a spaceship on the internet, it must be available for me to play in a video game within two weeks. Otherwise my brain will literally begin devouring itself with anticipation and I will become a quadriplegic. It's therefore imperative that you release volunteer work on my schedule or never post anything modding-related at all. Thanks in advance.
In base Sins the camera zooms around a map focusing on stars and planets and junk. That doesn't work anymore, for whatever reason.
Like a year ago I broke the main menu background combat thing - it just sits at a starfield - and so I don't remember how to fix it. What controls how this works? I tried copying all the base Sins maps into my mod folder in case it required one but no dice.
I was converting an entire mod folder with subfolders from TXT to BIN. Apparently I'm using the older version though so I'll update and see if that fixes it.
You cannot add another research subject. This is quite obviously hard-coded as shown by the unique identifier for each subject in ResearchScreen.window.
I can provide a mirror on the DoV site , if you're interested, we have plenty of bandwidth to go around. Either way, thanks for keeping this updated, having a no-BS converter app that does exactly what it says with no fuss has made my life a lot easier. edit: Heh, just got an "Invalid allocation size: 4294967295 bytes" error, maybe I should do a folder at a time
The GUI is very moddable up until you start modding it.
[quote who="N3rull" reply="20" id="2719355"]Just like your units seem not to be shooting when there is a big battle going on, because there is not enough memory/gpu power/whatever to render all the particle effects, the wings would also disappear. [/quote] No, this is because Sins has a ridiculously low maximum particle limit that for some reason can't be adjusted outside the user.setting file. Any TC mod that goes to any amount of effort to replace particles is going to ne