https://forums.sinsofasolarempire.com/368651/page/11/#3342251 Zombie?
boshimi336
[quote who="GoaFan77" reply="2" id="3341975"] I bet you could have some awesome Sins LAN parties on those NASA computers. [/quote] [e digicons]:beer:[/e]
Here's a question ... based on assuming a window size, and the knowledge that each ship in game is not to scale with each other ... how about a mod that truly scales each ship in game to it's proper scale? (planets aside) :-)
Wintercross ... that is probably the single most coolest thing I have ever seen in Sins. O.o'
[quote who="Darvroth" reply="4081" id="3340881"] Quoting boshimi336, reply 4080The main concern that people seem to have (and is a valid one) is that they don't want 'pole pinching' or 'weird pac-man' style issue with resizing the textures onto the new mesh. I know that at least with Distant Stars assets, that this problem has been solved. In addition to that our mod leader is correctly concerned about not using other's work as a direct lift with
Hulk Green - Jelly Beans
[quote who="Lavo_2" reply="4079" id="3340667"] Quoting Darvroth, reply 4077Me as well and it is relatively straight forward to change the entity files but the art work...there lies the key problem. ATM TobiWahn is our only artist. For planets you can very easily use the mesh resize tool to blow up planets, and use the same textures as before. Plus there are plenty of planet mods to nab art assets from.[/quote] The main concern that people seem to
[quote who="Darvroth" reply="4077" id="3340435"]Me as well and it is relatively straight forward to change the entity files but the art work...there lies the key problem. ATM TobiWahn is our only artist.[/quote] That is where I'm not convinced it is neccesarily a problem. If permission is granted from the DS team, the art assets are already complete for the planets and their various sizes. The meshes and textures all look good as well. Bummer
All I can say is that my wife and I thoroughly enjoyed it. We watched it at home on Blu-Ray. Granted, the mountain giants were a bit much ... though we were able to find for most things in the movie that they correlated to notes, side stories, appendices, and lost tales that Tolkien had written down but were not released until much later both before and after his death. For those who have not read much of the additional notes, mini-tales, etc that Tolkien wrote to furth
I can run Sins on max graphical settings, 10 player map (AI filling in those that don't fill in human slots), on normal or slow speed for 15-20+ hours without issue ... [e digicons]B)[/e] I am rocking a 3.3ghz quad core (single core speed 3.3ghz) i5-2500k processor with 8gb of ram (sins utilizes the 2gb) on 'Huge' map settings. It is mainly the single core cpu speed, how much other stuff is running on that single core, and how well yo
[quote who="Wintercross" reply="64" id="3339983"]recycling The Ring into a resort.[/quote] So ... is that an economic/trade 'starbase'? [e digicons]:D[/e] Also, very awesome work on the Wraith!
[quote who="Darvroth" reply="4072" id="3339985"]Stuff[/quote] I guess I was talking about regenerating hull until 2% and then it stops regenerating hull. No way to do that without an ability in the game? [quote who="Darvroth" reply="4071" id="3339982"] I'd like to see more than just terran, desert, cold, hot, asteroid and dead. [/quote] Even more than different planet types, I would 'GREATLY' like to see va
Seeing as how some ship's crews in B5 'jerry-rig' themselves up enough to continue on (but take a hit and still go boom), is there a way in Sins for the ships to self-repair up to 2% hull or something and then stop? Also, for the 'shield convert to pds' effects, I was thinking a generic 'explosion' icon for the EA ships, etc and each race would have one grahpic feature for their 'shield conversion effect'.
Huh ...
Did we ever find a way to change the shield glow graphics effect when a weapon hits, to something that resembles a little explosion (think a real life flack-burst). This would allow us to graphically show 'point deference' using the game's shield and mitigation mechanics while relaying to the player the sense of 'overwhelming the point defenses'.
Posting here to keep tabs. Awesome stuff. [e digicons]B)[/e]
[quote who="NewHorizons" reply="4054" id="3338574"]So I was wondering if we could use a yellow/orange jump point as ships leave a grav well, and a blue version when they reach a system. Thoughts?[/quote] That would be cool. :-P
Cool mod!
[quote who="GoaFan77" reply="9" id="3337389"]Some people can run huge games at max settings, its just things modern top of the line PCs have like multicore processors really don't help Sins at all. So what lets you run crisis so well might not translate into performance in Sins.[/quote] ... I'm able to run this game at max settings on these 'huge' maps you're discussing with full AI player slots taken up without any issue. 3.2g
Very much looking forward to reading it!
Has anyone pulled up the markings on the Rankulas?
[quote who="NewHorizons" reply="4040" id="3336724"]Looks like our GalaxyScenarioDef.galaxyScenarioDef needs moons adding.[/quote] Can we just make moons ... 'micro' planets? :-P
[quote who="SithLordAJ" reply="44" id="3333388"] Good luck to anyone actually attempting to decipher it, because I could only find 1 good case of a 'letter' repetition (arguments can be made for more, but nothing clearcut due to the different size at the top compared to the bottom). Edit: whoops, didn't see page 2 of comments... boy do I feel dumb... Quoting boshimi336, reply 43 What if the full height vertical lines are word breaks? <br