If you ramp up the hyperspace speed a thousand times, it's like having stargates posted all around the gravity wells :)
Helioforge
For as long as I was playing Sins, I was modifying existing mods to enhance my gameplay experience, and all my alterations were just personal preference, things I liked better when done in a certain way, etc... Adding up all those details, I get a more cohesive set, and would like to make them into a proper mod Unfortunately, I tried putting those details into "Reference Data" as a base mod... ...but that didn't work (I got a glit
Want a bit more lore? There is an extra loadscreen file they left in that has a nice and sinful Vasari domination feel to it, and it says it's Beta 4 (or 3, I forgot) It also goes on to explain how there are "placemarkers" put in the game, possibly before they made all the meshes for each faction. Oh, and there are 2 pictures of a fourth race in all the playerpicture files, if you want to know some of the other directions they could have went (I'm sure that this board is packed wi
After having some lucky success with making abilities actually work (and not minidump), I ran into a problem that makes no sence. I'm trying to do a simple conversion of one of my working abilities: The design is that the fleet ships have the ability infrastructure built in, but the power for those abilities comes form the base (sort of like the Starwars Droid Command Center, but not so extreme) The attached code works, but gives antima
Here's the current final version of my ability. I tried 4 different ways of doing it, and after tons of minidumps and a lot of alterations, this way works best for me. It is designed to be put into the standard "swarm defense ship", so that they all become support ships for one another. It's only one of three abilities that work together to make the fleet act as one entity. There are a couple more that I couldn't get working, one of which is vital to the whole Central Command design... <
Oh, Canada ;) I tried doing a 4th race modification, for the pictures, and it worked just fine, it recognized the 4th row of pictures on a 4th race marker I copied from the TEC files. Unfortunately, I used a copy of the Reference Files folder as my base, and the game wouldn't recognize anything but the small map-set (I thought Reference Files was supposed to be the base for new mods) Anyway, it's really easy to do (should have brought those files too) I called the new race "Fo
I missed that mod (Alteria), (unless it's part of 7 Deadly), I'll google it... If they already figured it out already, you could do a windows search of Alterian files and see what changes were made, files were created, to get it to work :)
"This week on OVERHAULIN', we're taking a trip to the Trade Coalition for a 6-part special on the KOL battleship... You should have seen the General's face when his flagship was gone! .....All we did was cover it with a black drop-cloth when it went into eclipse with that moon. We called the General, pretending to be 'galactic security' and told him one of the local militias must have ran off with it, but we could trace the hyperspace field lines to track it d
Consolidate all the multiple-instances of Shield-Armor-Weapons upgrades into 6 or 8 levels on each button, if you do this across the board (with extraction efficiency, cargo holds, broadcast power, etc, you can free up enough space to do lots of other things)...
Thanks, I noticed that extra set of hex numbers on my RGB color codes seemed to cause transparency, but somehow didn't make the connection...
Hmmmmmm...... Go ahead and continue to make all your fourth race pictures and put them into the fourth row of your player-picture files... There are player specific files in the "Window" folder, player-specific lines in the GalaxyScenario-definitions file, and of course the "player" files in game-info. I'm guessing you have all these files already copied and renamed to match your fourth race, and one. One of those sets of files contains the graphics pointe
Oh, got it working over the weekend, made it too powerful, and now it destroys big-honkin capital ships (used the Radiation Bomb ability to spread damage to the other spaceships better)
It all depends on where you go with the definitions
>>>> My art thesis was "naming is deciding", and it's point was that if you put a sticker on something [I]others will tend not to look at the thing itself[/I]. The entire point of these mods is to explore the game's potential, and if you decide for others based on your preferences, then you miss the vastness of that potential. As a developer you would be most interested in finding the limits of the engine, so that
Have you played Sins so much that you go into the text editor to modify sins and try to use the mousewheel to make the font larger!!! It's so frustrating!!! :) :D :)
Maybe I could add in the Dunov's shield restore too (or any combination of all these things, oops, that would make the fleet invincible...
Ok, maybe it will work perfectly (I was mixing your suggestions with workarounds I was considering in my head, oops)
I like the set you have chosen, but mine has the Asgard, Various Borg factions, some Babylon 5 characters (Lyta, Delenn, and Lorien as advent), etc.. oh, did you change all four sets of pictures or just the one?
How about Borderline!!! YAY!!!!!!!!!! anyway, how much restraint you use will depend entirely on your goals, If you want to wipe the mat with 9 unfair players, then you have the power. When that gets boring your goals will change, and you will modify the game to fulfill some other secret wish :) :D mu hu ha ha ah ahahahhha ha aha
Whisper from Helioforge: "would you like to see what my ships have found?"
Close enough!!! It doesn't sound like the Lynch-Pin design where you take out the main ship to cripple the fleet, but it sounds like an integral component to making it work! thanks so very much... happiness +85
If you are questioning the general widsom of the 7 Deadly concept, I see it this way, It is easier to remove the features you don't like than to try and combine all the features you do like, without getting a minidump :) Personally, all the extra stars simply blind me and make it hard to look at the screen, but I can remove them from 1.3 and still get the "Real Moons" and the SinsPlus planets without going crazy or blind... With this in mind, Seven Deadly Sins is a solid concept, an
oops, I had a couple of ruined letters on the last post: I think it should say "Find the" Instead of "Fo the the", oops
Oh, if you don't like the balance of the current version of 7 Deadly, because of the Atlanteans, simply fo the the PlayerAtlantians file and change this one line IsSelectable=FALSE This removes them from the game completely until they can be fully fleshed out by Danman :)
Mission Give New Ships Completed: Happiness goes to +65