I would say zooming in works. SoSE actually has excellent graphics for a game of it's size, far better then what I expected. I'm very happy with it.
CrimDS
I'd say it would be the planet meshes.
Why why why do people think Warships need to be flashy and have the cool arches and doodads? The Capitals in Sins look like they should. They are bulky in design, look like they carry abit of armor, and they look like they can get their asses kicked but still return it. While the TEC ones arent the prettiest ones, they look like what a Warship would realisticaly look like. Advent and Visari are abit more elegant, but still look like actual warships instead of this fancy pansy d
TEC ships are perfect. They look like actuall warships, not fancy bits of metal and lights. They look like they where ment to give out a beating, and then take one.
Wow, awesome job. Get a save feature quickly, hahah.
I think it's in the planet .entity files, gravity well maybe. Havent looked into that much.
Thanks to the help of people over these forums, and a friend of mine for coming up with the idea, I've tinkered my way into releasing this mod. What it basicaly does is removes the frigate factory from the game completley, disabling players from building Frigates/Cruisers. Main problem right now is that the research for frigates and cruisers are still ingame, which I do hope to change in later versions, or atleast when I can find the free time. I've lowered the production costs
A friend of mine where talking about random things we'd like to mess around with, and he brought up something interesting. An all Capital mod, where as Frigates and Cruisers would be removed, along witht he capital ship limit. Of course Capitals would be lowered in HP and Damage, along with cost. After getting familiar with editing abit of the code, I attempted to remove the frigates and cruiser from the TEC. After loading up the mod, the interface for the TEC ended up being borked. Alo
Hahah, never mind. Figured out a way to do it -1 for me.
Yeah, I know that's the format. But it wont open so I can input it.
It should still open, seeing how I havent tried to convert anything with it yet. It just opens and closes saying 'invalid # arguments'.
Trying to run the ConvertData.exe, and it'll pop up for a second or two and say 'invalid # arguments:', then exit out. I've got .net updated and all that jazz. Any help?
Only thing I've tried to mod so far would be textures, and all I've done there is change lasers to white and autocannons to a dark red, along with tinting the phase jump to red. Hahah.