The ship names are never too long if you put them in the Strings file (I tried retyping one of the standard TDN designations in game, and it wouldn't accept it, but I could put 50 characters of garbage in the string file and it would display it... About the Fourth Race problem, when I was going through the Player pictures, I noticed there is partial work on a fourth race that comes with the game, with pictures of two craracters with a lion-like appearance with their ears covered with
Helioforge
Can you make a game of, say, Intergalactic Checkers with the engine :) in other words, can I completely gut the game and make an entirely new game that likes to display things in 3D, or would I be stuck with the checkers going through phase-lanes to get to their squares? :)
It is possible but I'm just using google images of Picard (and Thor from Stargate), If you were asking if it's possible, yes, If you were asking me to draw people, I try not to draw people
OMG!!!!!!!!!!!!!!!!! I so very much love the new Capital ship and must command some of them in a battle :) :D !!!!!
When I got a file viewer/converter program, I immediately looked through all the Sins graphics. I found that Sins wasn't displaying my planets properly, they were all fuzzy and translucent, with no detail (and my settings were on Planet Detail Very High), anyway, I converted the planet textures from DDS to BMP, and Back to DDS, with Paint, and that fixed the problem, and I got clear, sharp, highly detailed planets, as they should be from the files (maybe my DirectX is corrupted
If you have a good picture viewer with the DDS and TGA formats, you can browse through all the files and find all those nice secrets :) :D
I'm trying to make a Central Command station like the one in Startrek (Conundrum: Lysian base), or like the Droid Control Ship in Starwars, so that one ship endows all the other ships in the gravity well with all their powers. So far I am using a modified AKKAN Targeting ability packed with about eight modifiers, but when I put in Damage Sharing, the control ship would explode before I even got to it (because it was acting like the Extend Shields ability, which I don't want)... &nbs
...What do you mean Ewoks don't have spaceships, I remember that giant hollowed out tree with that high-tech command center with... oh wait, those were Furlings :)
I've been replacing all the Sins character pictures with all my favorite sci-fi characters, Locutus, the Borg Queen, Lorien, Delenn, etc... It adds an element to the game to be contacted by the Borg Collective and have Locutus staring you down, and, er, um... asking for credits. Also, Since there are four places to change each picture, I can have different ones for each panel, one of Locutus hailing me, one of him in battle, and a Bio pic for the dipl
Ok, thanks for the input I tried typing things I "know" are not possible, hoping that it can be done. If it could be done perfectly, I would have 9 vasari beams (modified) circling the planet in a stargate formation, or a grid of 5x5 with the center on the planet, so that their ranges overlap exactly, and after the attack is over, they slowly re-deploy destroyed units. Since I made a new frigate based on the Sova missile platform, I can ramp up the range to cov
how about this: put fighters per squad at 1-2 and commandpoints at 12-24 (you would end up wearing out the "Q" and "W" keys trying to build fleets)
or better yet, put it on the Akkan colony ship so the colonists have to jump off and roll when they hit the surface :)
Once I played this galleon fighting game called "Broadsides", and the two galleons would sail around each other firing their cannons. This type of attack was in Starwars 3, Revenge of the Sith, at the beginning, after they "rescued" the future evil emperor, a republic ship went broadsides on the bad guy's main ship, passing close and hammering each other with their big deck guns, and it was really cool to see, so maybe all the ships need to be redesigned to only have side hitting weapons (some
I'm building a planetary defense system, for Relic (or similar) planets. I tried Sova missile batteries, because the galaxy setup file lets me put frigates into local militias, and it costs no logistics points, and they can go anywhere in the gravity well, but I will trade them out for Vasari or Advent Beam type defense units (reporgrammed as frigates). The above works just fine, but what I want is when you colonize the planet, it group-captures the entire defense netwo
I saw some of EvilleJedi's models when I was looking for a mesh-texture file converter (I wanted to assimilate the planet-city :) His models were awesome and I can't wait to play with them in Sins... I liked the old republic ships the best, with all those nooks, and the nice red painted surfaces, it's like the Emperor's racecar...
Oh, on a side note, one could make moons as planet objects that the planet spawns on startup, that take up no logistics slots...
I was thinking more along the lines of a super-carrier that spawns KOLs when in battle, with a super-carrier MESH big enough to hold a couple dozen KOLs inside it, that way you keep all the power of the KOL, and you have a big-honkin' carrier :) The KOL mesh is about 300 units long (or was it 300+ and 300-), and a fighter is 4 units +/-, so the carrier would need to be a planet or something...
I want one for X-mas!!!
..... and put Kara Thrace on the loadscreen!
Remember the original concept of BSG... "SPACE EGYPTIANS" YAY!!!!!! seriously though, if we make all the local militia into cylons, and the pirate base into Earth, then we would at least have the proportions close :) Make the plasma storm into the landmarks that lead to earth, with that flashing lions eye... and make the phase jumps both instant and random, so you don't know where you are going until you get there, and toss out the phase lanes entirely :)
Oh yeah, about the pirates' obsession with trade ships (the pirate ships have the ability to steal credits from your empire (100 at a time), so sending them through the pirate base to a "trading partner" at the other side of the galaxy, can add up, but not if you are making 100 credits per second from your vast empire :)
How about this: Give Trade ships a "truck bomb" ability, where it docks with a trade port, and blows it up (way too 9-11ish, so it wouldn't fly with the politically correct types, but doable nonetheless...) A better way to do this is when you conquer an enemy planet that activates the REBEL fleet, all the trade ships activate that ability and explode in the enemy fleet (since the rebel fleets are way too underpowered at the late stages of the game anyway...
I thought it would be silly to upload a 100 Meg mod just to change 10 lines, so if you want to try these color sets, cut and paste these into Window/colors (I think that's it)... First Attempt (based on original set): playerColor:0 ffDD0000 playerColor:1 ffDD7700 playerColor:2 ffDDCC00 playerColor:3 ff9FC822 playerColor:4 ff128822 playerColor:5 ff11AACC playerColor:6 ffCC00AA playerColor:7 ffCC0055 playerColor:8 ffFFCC88 playerColor:9 ff775522 playerCo
This is just a wish, since it can't be done on Sins :( :C please prove me wrong though... When I wrote my own games, I would put in hot spots for engines, shields, weapons, fuel tanks, etc. When you hit any point on the ship, the distance to the hot spots were calculated with a gaussian distribution, that way, you could "target the engines", and have the ship dead in space and fly away if their weapons were too powerful. It added a dimension to the g
Only if we could make REAL WWII ships with a surface of blue ocean underneath them, with islands instead of planets (landscape design, like the pirate base), but then the ships would be stacked 5 high above and below, and that would only work with subs :) can't wait to play the Yamato-esque ships :) :D