Really, Theophantus, we know you can pull this off. Just keeping putting effort in over time and one day you'll realize you've got a completed mod.
SpardaSon21
You can't answer questions about this mod, so you're never going to release? Seems like you yourself should probably step up and become this mod's Kirk, then.
[quote who="GoaFan77" reply="6" id="3344704"] Quoting SpardaSon21, reply 5 7DS needs help converting .entity files from Entrenchment to Rebellion. Go send Makon86 on these forums a PM saying you want to help and he'll tell you what he needs done. Lol, does no one on 7DS know how to write scripts? I'd hate to do that manually...[/quote] Actually, we did get a script written for Notepad++ by Emberblaque, so it isn't that hard. I just
7DS needs help converting .entity files from Entrenchment to Rebellion. Go send Makon86 on these forums a PM saying you want to help and he'll tell you what he needs done.
Gas giant only is pretty annoying (thankfully 7DS does more than just GG with that research :P), but that third category can be whatever you want to class it as. Sins of a Galactic Empire made the extreme-value worlds like Ecumenopoli a Tier 6 or 7 unlock so a player can't just rush them and use their extreme income and logistic slot counts to achieve an unbeatable lead early on.
Uh, there are mods that have added new planet types in (Infinite Space, Celestial Bodies, Sins Plus), so I don't know what you're talking about there.
Thanks. As unpaid modders, praise and interest are what keep us going, so glad to have your support.
Thanks. It is nice to hear Rebellion will continue to receive updates.
He said Kerberos was a fail, not The Pit. That remark is not completely invalid considering how long it has taken SotS2 to become playable.
Well then, finish up for Entrenchment, and then convert for Rebellion. I'd offer help but I'm really busy right now. Although a guy I know came up with some awesome regex commands for Notepad++ for easy batch conversions of entities from Entrenchment to Rebellion, so that should help you out dramatically. EDIT: Although, honestly, if there's still a lot of work that needs to be done, you really should just try and do a Rebellion release so you aren't forced
Their infocard values are split across all four arcs, so their actual damage per arc is 1/4 the displayed value. They can just do full damage to multiple targets per bank at once.
No, I don't believe null points do anything at all besides act as particle effect generators. The damage listing clearly states "DamagePerBank" after all, and if damage was done per null the vanilla TEC starbase would have absolutely crazy damage output, not to mention any other ship with multiple nulls per facing.
Yeah, go ahead and release. I honestly don't see a reason not to if its that close to being done.
It is hard to do since it requires extensive knowledge of coding and also tedious as there's constant testing, bug-fixing, and optimization going on. A lot of new games are choosing to license an already-existing engine such as CryEngine 3 or Unreal Engine because its cheaper and easier than the studios making a brand new engine for their game.
[quote who="Darvroth" reply="4059" id="3339202"]Given that SOTYR caps are on average tougher[/quote] I'm going to have to say they really aren't, not when warships in SotYR tend to deal far more damage than in Sins. Toughness is entirely relative to how much damage is being thrown at something, and there's a lot more damage being thrown around in SotYR than in Sins.
[quote who="Theophantus" reply="149" id="3338721"]I suppose nobody would care about a mutli-universe cross-over mod, that has 8 playable races and has Star Wars, Star Trek, Stargate, Battlestar Galactica, Eve online, X3 terran conflict and Babylon 5 ships, which is actually great fun to play.[/quote] I'd certainly care, assuming it is fun and balanced. Then again, I'm a sucker for mods to the point where I don't start most of my games without some sort of mod loaded.
Yeah, and I finally get to see some return on my pre-order investment.
That depends on how many have Entrenchment still installed, though. I do as part of a modding team that is in a bad spot with regards to a Rebellion conversion, but I would think the vast majority of the player base have moved on to Rebellion.
Nobody's going to mind you releasing a mod for Entrenchment. The problem is just very few people still play Entrenchment so not many people will play your mod, or even really care.
I've had crash issues with the AL as well, so it probably has to do with an ability or particle effect they have.
What we did for Sins of the Prophets was to utilize formation rankings to put combat frigates and cruisers in the front as screening and escort vessels (and ablative armor for the valuable capitals) with formationRank 0, capitals anchoring the fleet in the middle with formationRank 1, and logistics and support vessels protected in the rear with formationRank 2, as we felt this most accurately reflected the realities of naval fleet composition where lighter combatants protect and screen the he
You should probably disable LAA support as that tends to cause more crashes than it solves.
If you mean the "showErrors" line in the .setting file, then no. I don't know what other error reporting Sins has.
[quote who="Rovert10" reply="15" id="3337757"] Quoting SpardaSon21, reply 14 ICO died for me when I found out playing mods over it causes a desync about 500 milliseconds in. I've never actually had an issue playing mods over ICO except finding people to do it.[/quote] I personally have had issues, and Lavo_2 has reported a few as well.
ICO died for me when I found out playing mods over it causes a desync about 500 milliseconds in.