Has anyone found the HumanBody mesh in the stock SINS mesh files??? It's a couple thousand units across and it's stretched out as if it were laying on it's back on a pole or something... ...I tried using it in place of planet meshes, and it looked like the Avatar just took a mortal blow and was protecting itself with an airbending sphere...
Helioforge
Oh, and about the comments on homeworld defenses: I changed the GalaxyScenarioDef to give your homeworld a few extras to make [I][B]rushes[/B][/I] a bad idea... Just toss in a few point defenses, a Hangar, a couple research stations, and a repair facility, or whatever you want into the GalaxyScenarioDef file, and you can save yourself fifteen to twenty minutes of waiting for your resources to pay for those things and the game goes quicker... Of course, the rep
Space is a big place, and ships slip through unnoticed through wormholes, uncolonizable gravity wells bordering your empire, etc... ...I don't see how anyone could call fault on that... Once I had most of the galaxy conquered, and high levels of defense on most of my worlds, and the enemy mounted a serious attack on a core world that I missed defending properly (It had a couple Novaliths, but those were useless in defending the planet :) Fleets like to hide in uncoloniz
[size="3"]Vasari don't sit, they just phase out![/size] :CONGRAT:
You can use "Affects_Only_Hull", the armor-type damage modifiers should be built-in...
...and having looked closely at your screenshots (enlarging them to full screen), I think they are [B]TREMENDOUS[/B]!!! (It's what the vasari should have been :) :D
The visuals are absolutely amazing... I hope your coding skills will do the graphics justice...
All the screenshots are for version 4, which will not be released until after it's merged with SINS 1.1 (sorry for any inconvenience :) :D The first three versions were released in one-week intervals. Since the original plans for the mod were simple, they were completed quickly. Then I decided to stock up on features before the next release since SINS 1.1 was announced and I didn't want to release something that would only be valid for a few weeks. I'm glad to hear you're
Oh, can you trim off things like the TUTORIALS, and LOADSCREEN TIPS???
It is true that you can't mix [B][I]module functionality[/I][/B] like Hangars and Weapons, the structure can still spawn a stationary frigate with hangars and weapons... While some workarounds work fine, you still [B][I]can't[/I][/B] mix the functionality of Tradeports and Refineries... It's too bad about the String Limits, didn't see that one coming (hope they fix it)...
Thanks Traker! Here's a pic of the mine mesh I designed and converted to SINS(by hand) [size="4"]BEFORE:[/size] [img]http://static3.filefront.com/images/personal/h/helioforge/143042/rvlmfkcvvg.jpg[/img] [size="4"]AFTER:[/size] [img]http://static3.filefront.com/images/personal/h/helioforge/143042/ihqsedpmrw.jpg[/img] Just couldn't find a mesh converter that would make SINS format (AND work on my outdated computer), so I used a converter off the internet
Oh, if you want new space stations that occupy neutral worlds, I am currently working on a few things in that area...
[quote]do you know how many mods are running low on people right now?[/quote] It's summer! (YAY!!!) In a couple weeks when the college crowd returns, the boards will be a lot livelier!
Oh, now I see what you mean... I erased the earlier version content lists, and only have a future-version content list, I could make the text bigger to illustrate that better...
Yes this is true, since collision detection doesn't apply to the affects :) This allows you to make a big spaceship with giant gears that can swing around and eat other ships, and when the enemy ship is inside your ship-eater, it grinds up and explodes, with a mess of debris... That would be an awesome use for this technique!
Let's try that again, the font wasn't big enough :) :D [B][size="7"]LOCAL MILITIAS[/size][/B] Here's another 'Mesh-Lego' Outpost: [img]http://static3.filefront.com/images/personal/h/helioforge/143042/jhjbgethar.jpg[/img]
Just a few replies up, you replied that you wanted SPACE WHALES... ;p This mod is a work-in-progress that contains everything pertaining to: [size="5"]LOCAL MILITIAS[/size] [size="3"] I'm working on new and exotic fleet setups for neutral worlds, minefields, outposts, space whales, anything that you would find when you leave your homeworld and explore the galaxy...[/size] Right now, the emphasis is on seeing where I can go with the SINS architec
Also, in the planet-module file, there is a '[B][I]Module Functionality[/I][/B]' parameter, which might keep it from working if it is set to something else...
This technique lends itself perfectly to add-on components for ships and structures that are upgraded or researched... Here's a 'Mesh-Lego' outpost... [img]http://static3.filefront.com/images/personal/h/helioforge/143042/hjddlspwnf.jpg[/img]
Here's a "new" starbase made with 'Mesh-Legos' :CONGRAT: [img]http://static3.filefront.com/images/personal/h/helioforge/143042/hjddlspwnf.jpg[/img] Just thought it would be nice to have quick-and-dirty variations on existing designs. It opens up the possibility of having 'add-on' components to ships and structures when they are upgraded and researched... :CONGRAT:
After seeing your B5 ship yesterday, I was inspired to use abilities and particles to combine Phase and Psi planet module meshes... ...and ended up with some interesting beasts... ...but they like to crash into each other through their "added" parts :) :D It's just plain awesome to see ships rotate :) :D (good work TFL!)
I had the same problem and fixed it by converting all the DDS files to [B]bitmap[/B] and [B]BACK again to DDS[/B]... My mod has the converted files in the textures drawer for the "CL" files, but not for the other too, so my planets are still half-invisible, but the bright side is solid :) :D Converting the files messes with the alpha-channel/color-0-transparency settings in the files, and on my computer fixes the planets so they are no longer invisible...
If you just make three times as many strikecraft per hangar, and make the hangars cost three times the logistics, (and use the keyboard to assign them) you can save a ton of time in-game :)
That is so very awesome... You need more Karma!!! Also, glad to hear that B5 is being worked into SINS!!!
As long as they look nice from a distance, they're fine :) :D ...and great work for only a couple weeks... (any improvements to them will be appropriately drooled over)