DarkStar

DarkStar

Joined Member # 3129873
2 Posts 84 Replies 169 Reputation

Hey Dan I got my first decent game of the new version in last night, and wow I mean those effects were wicked, especially the phase missiles. And as for the explosions many people have tried to make them more exciting and look more than space popcorn, But u have succeeded were they failed, Its now worth blowing stuff up lol. P.S I love the DarkAngle it looks so kool, and I had no errors or problems that came up :CONGRAT: DarkStar

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[quote]7 DEADLY SINS 2.0 BETA is released!!!! Go to the official 7 DEADLY SINS forums, and if you are one of my mod developers or playtesters, you will see the post in the Developers section. If you wish to become a mod developer or playtester, sign up, and send me a PM or email![/quote] Thanks Dan From what little i been able to play, its great :CONGRAT: , and so far no problems DarkStar

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[quote]for some reasone stabalize phase space on the atlantians is not working right, as i understand stabalize phase space, if i use it on one planet body and another, no matter how far away, i can jump between them as if they were neibors, but for some reason, its not always working, and i dont know why[/quote] not any distance they have to be in the same system. But i checked it out and i agree there is a problem. and this its self is a problem as the atlantians realy on this to be a

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[quote]is it me, or are the pirate raids too tiny in early game? I don't recall them being that small without the mod, but then i usually bidded them off my back in the early game.[/quote] Its cause the pirates are now more powerfull [quote]they just need more variety in their cap ship options and they'd be perfect.[/quote] They are getting a new cap in the next realise DarkStar

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Dan grate job with the new planets [quote]oh and i really think tht u shud reduce the requirement to capture dialect ships(5 civic research centers??!!) come on they r dead ships how hard is it to get behind the wheel??? and is there away how to get the original music back??? coz i kind of like the mysterious music playing just b4 the start of the game instead of "Can u Play The Game"[/quote] I think 5 civic is good for all the races apart from maybe tech as they would kno

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[quote]oh also your ur-quan kohr-ah ships special ability to do damage in an aoe does not work past the first level of it I will check that, but I am pretty sure it works fine. I will let you know what I find. The FRIED does not cause a hit effect, but if you check the enemy for damage, it will be there. Also, the FRIED system is great for wiping out enemy attack craft.[/quote] I had a Look at this myself and was playing as them for quite awile and got 3 to level 10 and in

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[quote]you failed to notice that the Rogue can BUILD the LHD.[/quote] Hey Dan i Didnt think they were able to so i checked and the rouge [B]CANT[/B] build the pirate LHD [quote]Hey danman.... i checked out the mod yestrday night(i know i shud hav been studin but i gave in to temptation) and well i played as the atlantians and well everythin was the exact same as the Vasari.. i mean no offence by sayin this but other than u cant build 2 of the capital ships right away there is h

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Hey Dan sorry I haven’t been round much, iv just been really busy In_Vino_Veritas: Its because it displays the pics for Tech, advent and the atlantians, and it looks like 2 advent pics cause they have the same pic as the atlantians Xefus: [quote]And theres another way to capture ships. You just use LRM frigates with the computer control ability[/quote] Yea but that ways harder to get and requires research [quote]I would love to see a computer control that works

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[quote]2. If you are trying to use cultural warfare, and you have allies nearby, will they be negatively affected by your culture?[/quote] NO [quote]4. If you are attacking a Vasari planet and a defensive force is enroute through a phaze stabilizer, and you destroy the phaze stabilizer, while a force is enroute, what happens to the fleet that's enroute?[/quote] Nothing as the have already got a lock on the planets quwardenates DarkStar

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[quote]Thank you Darkstar. I somehow thought I could add a new ship without creating its own name. So that's the likely cause of my failure. As for using Caps, I just want my ship to 'look like' a cap, so I assume that's as simple as using the same Mesh. (Mesh is the model for ships in SoaSe isn't it?) Anyway, thank you again for your kind help.[/quote] Yea, I think u just need change these lines to the cap u want MeshName "Frigate_FourthLight" ExhaustParticleSystemName "Exhaust

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[quote]Thank you Darkstar. I somehow thought I could add a new ship without creating its own name. So that's the likely cause of my failure. As for using Caps, I just want my ship to 'look like' a cap, so I assume that's as simple as using the same Mesh. (Mesh is the model for ships in SoaSe isn't it?) Anyway, thank you again for your kind help.[/quote] Yea, i think u just need to change these lines to the mesh & partical of the cap u want [B]MeshName "Frigate_FourthLight" Exhau

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[quote]So how does one add a new ship in to the system using existing models like it's been done in 7sins? Any help will be appreciated, thank you.[/quote] U should look here i have a post that should give u the info u need [link="https://forums.sinsofasolarempire.com/312810"]WWW Link[/link] As for using caps as cruisers ill have to leve that to DANMAN to answer DarkStar

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[quote]When you find your ship been captured, disable it's ability and auto-attack, and order it withdrawal.[/quote] HammerSun: This is a good idea as even when u lose control they still follow there last order Danman: do u have to have spare fleet slots to cap there ships, Cause if so then u need to go to the pirate base with some empty slots if u want them to be able to serve u: All: Remember that the more LRM frigates u have the faster they will serve u (So if u hav

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commander_dread: It’s the colony ship that caps the ships in the graveyard and as for the pirates there meant to be hard and challenging (as the have stole tech from all the other races). But they are sill beatable and they have been thoroughly balanced so that the aren’t overpowered, u just need a biggish well equipped fleet now and not just a small task force as before. I personally suggest that u also have plenty of long range frigates as the have the capture ability (as this can still b

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[quote]As I recall reading before, the capital ship level limit is hardcoded at 10.[/quote] My Bad must have been thinkng of something else :NOTSURE:

6 Replies 4,562 Views

u need to say what and which files u changed if u want us to see if u missed something. And BTW Did u get the Variable under the galexy dif file(only obvious one thats normaly missed) DarkStar

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U can open it in galaxy forge and go add connection the right click on it and change they type to wormhole DarkStar

3 Replies 3,085 Views

Since some of u seem to be having some trouble with the patch (and some requested) Here is a read-me of how to upgrade 1.3c to 1.3d First u must download V1.3C Here [link="http://files.filefront.com/7+DEADLY+SINS+13czip/;10394130;/fileinfo.html"]WWW Link[/link] Then u must download the patch Here [link="http://files.filefront.com/7DS+patch+to+13d7z/;10422540;/fileinfo.html"]WWW Link[/link] Once Downloaded u must decompress the 7zip file (Decompresser available Here [li

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heatman77: No Problem, glad to help cmdrleeadama: as for the derelict ship problem I have looked into it and as of yet am unable to find a problem with it and the colony’s ability And the long range frigates have the ability(with research) to recapture ships DANMAN3712: I know I was simply just stating a fact as I know it is an important part in the balancing of the Osirus DarkStar

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