derbal213

derbal213

Joined Member # 3047425
17 Posts 238 Replies 8,750 Reputation

[quote]Could there be cloaking?[/quote] As of now, no. There are too many hard-coded limits on the cloaking buff. These limits make the ship unable to move, fire, use abilities, etc. So until that is loosened, cloaking will probably not be in the mod.

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[quote]I wouldnt make it a one hit kill for all ships maybe a one hit kill for below lvl five capitals and other ships but super strong capitals maybe it should just take away like 95/100 of there health[/quote] I disagree. The nuke is being beamed straight into their engine rooms and/or hangar. The regular nuke explosion would be enough to destroy the ship. But the chain explosions caused by the fuel throughout the ship would be more than enough to destroy the ship. That's also why you

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[quote]Do you mean Forge Tools (Beta)?[/quote] Yep.

5 Replies 26,310 Views

You need the text versions which can found on the downloads page along with the Galaxy forge and Particle Forge.

5 Replies 26,310 Views

[quote]awsome F-302, and by a more advanced version of the 302 do you mean a B-302? also this may have been asked somewhere else on the forum but ill ask anyway - will cloaking technology be appearing (ah im such a joker) anywhere in the mod, specifically for the Asurans?[/quote] Cloaking will only be in the mod if the developers release some of the restrictions caused by the hard-coding. Currently, the modifier that puts a ship out of phase (cloak) brings the bad with the good. You can

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[quote]Rawr, alright Derbal, fair enough. Made the changed, here 'tis:This image has been resized. Click this bar to view the full image. The original image is sized 728x150.[/quote] Brilliant. It looks amazing. Thank you.

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[quote]I know my opinion counts for zero here but.....I prefer the second one. The background is okay, however the way the mod title is arranged is just like Stargate Atlantis's title in the opening of the episodes, which I like.Screw it. Just do the second one.[/quote] I agree. I like the second a lot more than the first. The only thing I would change is to add the Gate symbols into the upper left hand corner like in image 1.

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[quote]Don't Atlantis and SG-1 only have the second "A" in Stargate be the Earth gate origin symbol? Sorry if you're not trying to do that but I just thought I'd mention it. No offense Derbal, I know its your mod, but.....[/quote] Yea, Stargate SG-1 has the second A in Stargate replaced, while Stargate Atlantis has the second A in Atlantis replaced. So my thought was to either replace the Second A in both Stargate and Invasion or just replace the 'A' in Invasion, to follow the SGA Theme

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[quote]- Passive 'Assimilate' ability? Steals income from planet, perhaps?[/quote] This can indeed be done similar to the Embargo ability. I think I can also get it to affect population and culture also. We could possibly make this researchable for the Colonization Capital ship, so that the Asurans can send one with a little back up into a not-very well protected border planet and eventually take it over. [quote]On a side note I've been working on a banner for the mod for

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[quote]Well that was off topic....Anyway quick question- after the Tau'ri what race are you focus your work on (Derbal213, Eomega)?[/quote] As far as coding goes, we have sort of combined forces with Dolynick and his Stargate Ancients mod. And since he has the Ancients nearly completely done, it will be relatively easy for him to reverse engineer that research/ships/etc. into the Asurans. With a few minor changes, the Asurans will probably be one of the first done. Dolynick is currently

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[quote]Right. Whereas including it in the research I was able to make the effect only applies to travel between space gates. It's probably just a matter of the types of buff modifiers used though.[/quote] Really? That's cool. Then that works really well. How did you get it to work that way?

1,775 Replies 3,750,348 Views

Getting the ability to work with the desired effects was easy. The phase gates now have an ability that increases the speed and chargeup of all ships in a certain radius by 10000%. The only problem is that there is no way to limit the effects to ships traveling from space gate to space gate. In other words, a ship can take use of this effect to travel to any planet as long as they enter hyperspace within in the time frame.

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[quote]Ok. That works. Travel between space gates is now effectively instantaneous. I now have a useless research upgrade but that's alright, maybe I can think of something else to put in it's place. I can't think of a way to limit what kind of ships can pass through the gates though, or if that would even be possible. -dolynick[/quote] Ha. I thought of that at work today. But instead of including it in the research, I thought maybe have it as a secondary buff or abili

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[quote]Yeah I had noticed you had a project started.Originally I was just seeing if I could get something to work and it just went from there.I started this on Thursday and I now have a pretty much complete race done (minus models and graphics of course). Virtually all of their research, entities and abilities have their own unique entities now. I'm still tweaking things here and there of course.I would say feel free to use this mod as part of your mod but I have no idea where you are with you

1,775 Replies 3,750,348 Views

[link="https://forums.sinsofasolarempire.com/177748"]WWW Link[/link] We've already started a Stargate mod and if you're interesting in joining the team, check out our forums. I'm looking for someone to help me with the coding part of the mod. I'm not trying to discourage you from working on your own mod, but with us, your balance and such would be combined with unique models for a complete overhaul of SINS.

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[quote]The new researches look strangely familiar, lol Anyway derbal213, When I said for two bc304s to be able to kill a hive when fully upgraded and only sustain minor damage....Um one exploding and the other barely surviving isn't what I meant. But thats just me. Good luck with the mod guys, Bloodfang99[/quote] Ha. Your research tree was the entire basis for mine, but I'm going to be moving some stuff around. For your efforts in the research tree, I am greatl

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UPDATE: I finally had enough free time to get some stuff done. I've added a lot of new research and changed a few values from previous research. I've overhauled all of the hit effects. Some of them you will be able to distinguish from previous overhauls, others maybe not. Redid to the Missile Smoke thanks to Lost_Wld for the help on that. Added new Wraith Hive Explosion. In the serious, when a Hive blows up a blue shock wave is emitted. The effect I have now is the

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[quote]I know that this will be immediately rejected and such, but combining the Ancients, Asgard and the Tau'ri into one faction may not be too bad an idea. If you think about it, the Tau'ri have... simple... ships that barely pass as a threat, placing them well as frigates. The Asgard, as powerful as they are, still don't have all to many powerful ships, but still enough to get them by as powerful cruisers. Ancients? Well, they have ships that definitely classify as capital ships. Now

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[quote]@Eomega: I'm sorry, I was jocking for the model but you have to admit that some are better. But you have some models that interest us, we planed to do them but like you had started, we can make a deal. I offer you to exchange our model to complete our mod on each side and if you want, some of my folks could give you a hand in your work but we're not really advanced in programming SoaSE but we'll try... And sorry if I didn't respond, after a while I stopped to go watch your site.[

13 Replies 6,189 Views

[quote]1. Yeah, it is hardcoded.[/quote] Thought so. Thanks for the confirmation. [quote]2. Might be possible to change it by altering pipeline shaders (GS_Exhaust.fx file in PipelineEffects folder), but so far I haven't been able to do that. Sort of difficult to make sense of a small piece of code when you don't know what half of the variables stand for...[/quote] That's what I thought too, but I can't make sense of any of the GS_Exhaust file either. [quote]I

4 Replies 4,766 Views

I've been modding SINS since it hit store shelves. I have two questions that I'm sure have been answered somewhere, but I can't seem to find them on the forums. 1. Is it possible to have one capital ship factory build two ships at the same time. And I don't mean two factories on one planet. I want only one factory (will be using a custom model) that has two construction areas and acts as one entity, but builds two ships. -I personally think it's something that is hard coded and can

4 Replies 4,766 Views