[quote]I would like a pipeline effect modifier that I can use to intelligently animate a mesh in the particle system to basically animate turrets.[/quote] Gosh really? That needs to be fixed really. I thought a strength of Sins was that it was pretty basic to mod and hence can tap into a group of people who aren't coders etc. It needs to be pretty forgiving for that to work though.
Lurkz
Reckon the game needs to be a lot more resilient too. Seems the first thing a modder has to do is basically stop doing various stuff, for no apparent reason, because the game will minidump.
Here's some feedback. Firstly, it's cool stuff. Very ambitious. Nice stuff like changing the UI graphics. Unfortunately both times I tried to play it crashed in minutes so it's not much use now. Few other comments based on what little I saw: 1. Consider reverting the names of ships and structures. There's no need to just change them for no reason. They're too long to fit in the UI anyway and one shouldn't have to relearn the name of a unit when it hasn't changed. <
I have yes. I'm familiar with Sin's plus, so that's all good. I ran a merge with bailknight's before so I know what it's like. I'm not sure what the skybox thing does, I haven't noticed it. On your side of things... well, you've basically duped Vasari and added two massively imbalanced capital ships and that's it right? Not sure why you'd build the hive ship when it's 1/10th as powerful as the battleship and has less strike craft than the battleship!? Fun though, for o
Pretty bad when you can't even spell wraith.
Yes, seriously this stuff needs to be torrented. Some lame download site that requires you use IE, download some lame activeX control and after all that doesn't work anyway... it's just not the way forward. Mod looks pretty nifty though. Same question as above though, what happens with AI particularly if you leave them on random.
You the man Uzii.
https://forums.sinsofasolarempire.com/304236
There's not really many. The big ones are the texture pack, bailknights graphics mod and uzii's sins plus. There's a thread on how to merge them all, that's what I play with now. There are some other balance mods around but unfortunately they make pretty arbitrary changes. Good ideas in there, but loads of untested changes just for the sake of making changes rather than improving things. They few I tried a couple had a baffling desire to slow the game right down (because it's clearly to
Wow, Sins wasn't exactly fast paced as it was but this turns it into complete snail fest.
The article linked claiming there's no stealth in space purely talks about drives, I pointed out you don't thrust. Thereby negating that entire argument. It kind of works like this, any drive entering a system will be seen for donkeys. It also gives means such large and obvious momentum means even if you shut off WAY out, it's not hard to figure out where you'll be. So inbound craft need to use planetary bodies for slingshots and then shut off the drive. This turns the incoming trajectory into
"Incidentally, aren't they supposed to be working on another add-on pack right now?" I suspect 'The Experimentals' wont happen.
OP hasn't really grasped conservation of momentum, there is no solution except to produce an equal force in the opposite direction. The issue of recoil is red herring anyway. It might seem like recoil is a big factor when weapons are sufficiently destructive but in actual fact it just isn't. Consider the mass and momentum of a space vessle, quite a lot, going very fast. The projectile fired from a railgun or a gauss gun (previous poster right to illustrate the difference) wont weigh ver
You didn't stealth update the archive with that hot-fix did you? Would that explain our checksum issue?
Yep, I hear you. There are proper folks there, they're just drowned out by the kiddy asshats sadly. I also get trepidation when it comes to multiplayer. That said I think you're being a little overly negative there old chap. For a start one of the best aspects of multiplayer is co-op stuff with your friends. That was the stuff that was pretty badly broken in SupCom:FA sadly. It's better now, with Sorian and Duncane's stuff, you should give it a go with some pals. It's good fun. <br/
I did yes. SupCom:FA was really my kind of game but it needed some developer loving. Three months for a patch to come out and basically it contained about what a modder could do in 30 minutes or so. And the bug fixes were bugged. GPG essentially declared they had no interest in improving things, particularly the completely broken AI/single player side of things. Which is a crying shame. They seemed to believe the only possible way you'd play SupCom:FA was the lame rush-o-matic ranked mu
Tell you what else I'd also like, a proper path to the saved data - eg mods etc. Where it goes now is really annoying. Vista has a better place to put these things, in documents/games/blah. That's where it should go as per the Games for Windows style guide. Can you actually create a mods dir in the sins install folder instead? That'd be something at least.
This is a really great mod, thanks for that! I've got a bit of a problem though. I tried to play it multiplayer with a friend and the game just complained about mod checksum. We got in and actually compared byte size of the contents of each folder down to the last three digits and they were identical. So it really should have worked. But it didn't. Any ideas?