Jesus Guys, I go offline for 3 days and the thread goes mainstream? This is great! @Purdy: Great work with the Amarr already, I know enough Gallente/Matari stuff to balance those out. @Archangel: Couple of days ago it was just concept and a bit of interest, now we have stuff [e digicons]\o/[/e] In regards to issues exporting barges from Triexporter: the guy who originally made it didn't have the rights to a certain .dll required to export some of
Ruppetus
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Was just curious as to who liked what from the stock maps and why. [e digicons]:grin:[/e] I personally like Gateway, especially (This has happened in the few games I've played with friends) mid-game when the factions who haven't made a push to get a foothold in the second system start clashing. So what does everyone else like?
Limits are usually possible to get around/fake around/etc, so I'm not that worried. Alright, been running some spreadsheet work and am thinking of making each race sufficiently differnt in regards to mechanics behind resource gathering, culture, production and combat. Possible to make Miners you can anchor them 'pack up'? I assume you could make a frigate that produces a structure that's consumed, then make the structure produce a frigate, but be consumed. Doable? or n
Alright, so upgrades, modules and such are possible. Why the limit on meshes? Does the game just crash outright? or do weird things start happening? I was thinking something in the realm of mesh changes for upgrades to T2 Ships. Ie: You can upgrade ships for specialisation. Turrets are a little too small to waste mesh changaes on, because if I did turret/mod changes for everything that'd be a Hell of a lot of Meshes. Are there any other hardcoded limits anywhere
[quote who="Whiskey144" reply="6" id="2481301"]not possible to list ships as SBs. SBs cannot do anything that a ship would be able to do in the manner of movement. Oh sure, an SB can maraud about the GW, but cannot phase jump. The AI is not moddable in Sins. About the only AI-related stuff to do with it, simply set unit roletypes or maybe edit things in the Gameplay.CONSTANTS file.[/quote] Who says? Provided it's not built into the .exe something can usually
[quote who="SpardaSon21" reply="3" id="2481111"] 2. Only starbases can be upgraded like that. Ships and planet modules can't be upgraded via selected individual upgrades. [/quote] Is it not possible to list the ships as 'starbases' and getting upgrades round like that? If not, I'd be happy to settle for research/then ability in order to get subsystems [quote who="SpardaSon21" reply="3" id="2481111"] 3. Yes, its possible to code E-War as vari
[quote who="SpardaSon21" reply="1" id="2481028"]Unfortunately there's a limit on the number of ships you can build. Sins is limited to nine frigates, nine cruisers, and nine capitals. You can't build any more than that. [/quote] Not quite sure what you mean by this. Nine Frigates, Nine Cruisers and Nine capitals per race would be more than adequate for what I had in mind if there's a hard limit on the number of shiptypes you can have. [quote who="SpardaSon21" reply
First off, Hi Sins forums. Have been lurking here for a few months now. Up until fairly recently, I played EVE Online almost exclusively. Then I found Sins. Anyway, following a few months of playing, it occurred to me the tactical element of EVE combat and Empire politics fitted perfectly with the Iron engine (at least from what I’ve seen in sins and on the modding forums here) Excited, I searched for EVE-O Sins mods, however, all I could find were sugge