Yeah, I know the Ha'tak do that and yes, they had to have the role so the AI wouldn't wet itself. I know it's a bit of an annoyance but I did not want the al'Kesh doing planet bombing. Ha'tak should be the planet bombers here. I have considered tweaking things somehow but nothing satisfactory comes to mind. In the end it actually doesn't work too bad. The Ha'tak only have passive buff abilities anyways and their weapons are equal on
dolynick
[quote who="a110" reply="1699" id="3041837"]does planetsize slow down performance by much? if so, can i use galaxy and sgraces together without planetsize? thanks[/quote] Unfortunately no, you can't stack SGRaces and GalaxyMod in manifest. They have conflicting galaxyscenariodef files. That's why there is a combined version (SGGalaxy) in the first place. PlanetSize shouldn't slow down performance much. It doesn't modify any
[quote who="Yoda900900" reply="1696" id="3040345"]Does anyone have a problem vith sounds?? or is it yust me? I can hear music but not effects, reserch notifications, planet notifications or any other notifications. Not even ship sounds! It's driving me crazy! Tnx for the update![/quote] No problems with soudn here Yoda. I was playing this afternoon with the current version and all the sounds were working as they shoul
[quote who="ironblaster" reply="1694" id="3040223"]argg which ship is the daniel jackson cant find it [/quote] The Kvasir Battlecruiser class support capital ship. -dolynick
[quote who="ZombiesRus5" reply="1691" id="3039776"]Quoting dolynick, reply 1690The Daniel Jackson turned out not too bad, but has some vertex errors in it. It was a submission from ages ago that I finally got around to getting fixed up. Because it's not my own work though, it's probably going to be trickier to fix (if ever) because I have to figure out what the original modeller was doing when he did whatever he did to cause the errors. Have you tried meshlab?
[quote who="dondurito" reply="1689" id="3039648"]nice update ! Finaly the Daniel Jackson is in game! (I waited for long time) Thanks a lot Ancients ship are very nice too especially the adamas and the new invictus. I Love them ! Are you planning to rebuilt the corsair too? [/quote] Possibly but it's a long ways down the to-do list. I'm more keen on doing up models for the Aeolus cap carrier and Mirus an
Well for all you know, there might actually be one in there... that new model did come out at 2500m long... It's not like you'd be able to see it in that shot anyways. :p -dolynick
Thread updated with download links to new v1.34 versions of all mods. SGRaces Updates: [quote] d1.06 Changes: ============== -Compatibility update for SoaSE Diplomacy v1.34. -Corrected a texturing issue that was causing incorrect/dark lighting on custom ship models. Ancients -------- -New model for Ultionis Dreadnaught. -Slight adjustment to weapons/damage of Ultionis Dreadnaught t
[quote who="Sinperium" reply="1255" id="3039234"]Nice ones dolynick. Why is there no cargo pod in there? [/quote] Hahaha. I thought you had someone making that for you already. -dolynick
Still not "fixed" but working in game: -dolynick
Textured and in game, new group shot for scale: Sadly, I'm getting some vertex errors from somewhere. Which is odd because I never run into those with something I've done mostly myself. Not sure where/how I screwed up. At any rate, this model is holding up the v1.34 release version of the mod so, since it seems to work just fine in game, I will fix it later rather than d
Argh... I did get things worked on yesterday but ran into a problem with the model and some vertice errors at conversion that I'm not sure why they came about. It will probably work fine anyways until it's properly fixed (if possible without a whole re-do) so maybe today. I'd like to evaluate things a bit more first. -dolynick
[quote who="Velisx" reply="1680" id="3038558"]Will the next release still contain the Vanilla Races? Reli lookin forward to it regardless[/quote] Yes. The vanilla races will still be included. This was never intended to be a conversion but rather to just add to the existing game. The standard races will always be a part of it until that changes or there is some limit that forces me to remove them. -dolynick
Getting close. The model that is delyaing the update so I can include it is getting close to being finished now. I mapped and textured it yesterday so it's really just hard points, shield mesh, conversions and a quick test left to do to make sure I didn't bollox anything up. If it's a quiet afternoon, I just might have all that done by the evening. Then it's just upload and link. Maybe I'll tease a bit... Here is an older WIP shot of the cul
[quote who="myfist0" reply="1251" id="3036066"]I will admit that I am not familiar with every mod out there. Yours is the SG1 mod? Is that fully functional for the current version or are you still working on it?[/quote] I was just kidding around really. My mod is SGRaces actually, although I have collaborated a bit with the head of the SGI team over the years as well. It's "fully functional" in that it works, is playable and has had release versions for a few year
[quote who="Draakjacht" reply="1249" id="3036044"] especally love the second one and how the backside has this organic detail that makes it look softer than the rest, like how a ship's engines are generally weaker than the rest. Love what you've done, especially since learning to make them more and more natural. And I also like the idea that someone is finally changing the balance in true form. Sure, the three vanilla races are not exactly the same, but there are obvious equivale
[quote who="Lavo_2" reply="39" id="3035922"]Quoting dolynick, reply 32I am only updating GalaxyMod for Diplomacy these days, but I more than likely still have the Entrenchment v1.051 compatible (last one I updated to) version kicking around. I no longer host it but I could make it available to repost if you'd like to maintain the download. Would that happen to be e1.02? As if so, I have a copy of that and can/will maintain the dl link for it for this thread. [/quote]
If you like, you might as well include my PlanetSize mod too. It increases the size of the planet models and their wells respectively. It only makes two gameplay changes: 1) It modifies the default ship speed controls for slow, faster and fastest. Faster is intended to roughly balance the travel times across well with that of normal Sins planet/well sizes. 2) It modifies the scalars for fleet size setting to 500/1000/2000 instead of 750/1000/1500.&nbs
[quote who="Seleuceia" reply="33" id="3035793"] Okay...will that download be available on the forum thread linked to above? [/quote] Barring any last minute changes, that should be the link I end up posting in the SGRaces thread. It was just ready ahead of the others and I've been sitting on it for the time being. -dolynick
Woops. I kind of missed the little mention in the other section... or did you add that while I was replying? :p I am only updating GalaxyMod for Diplomacy these days, but I more than likely still have the Entrenchment v1.051 compatible (last one I updated to) version kicking around. I no longer host it but I could make it available to repost if you'd like to maintain the download. This is the link to the newest v1
[quote who="Seleuceia" reply="22" id="3035321"]Is there a "pure" form of Sins Plus? The one on Rick's Galaxy apparently includes a bunch of stuff other than planets.... Also, is there a version of Celestial Bodies that is meant for diplomacy? I'd assume the textures are still valid but the text files would have to be updated for diplomacy...[/quote] GalaxyMod is what I think you'd call a pure version of Sins Plus. It contains additional planet
I've never had speed issues with the one I'm using. It's rather quick actually. I do have to close it and re-open the program after each resize though. I just view as a quick to a homemade tool which otherwise has worked perfectly every time I've used it. As for the file, it could be repaired I'm sure but it would likely take some work. I'm not sure if it's just because the line breaks are missing or if it's something else.
Just took another look to see if it was because the mesh was in binary or something. It is in text just like the other mesh I re-tested after my last post. The file structure is kind of messed up though. It's missing all the line breaks. Oddly enough, it looks like what happens when I try to paste the txt data from a model into this post window. Did you happen to copy the raw info off of a web posting somewhere and recreate the file yourself? &nbs
Wow... Now that's odd... I went to resize that mesh for you and I get a runtime error too. I know the tool works because I tried it last night while I was replying to this thread. It's something with that particular model. Try the tool with something else and see if it works for you Sinperium. -dolynick