dolynick

dolynick

Joined Member # 3162142
8 Posts 777 Replies 2,301 Reputation

Just to update everyone... ForgeTools3 has been released. This means that I will be begin the process of updating the mod for 1.15. Hopefully that will not take to long and I expect to get a release out this weekend if not within 24 hours. Of course, that's just my guestimate and it will be influenced by any new wierdness introduced in the new patch as well as if and what I decide to try and squeeze in at the last minute custom content wise. Dewing, Y

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[quote]hey dolynick, great mod, can't wait for the next release i recently started moddling with XSI , I don't have that much experience but I'm willing to try, do you have any models you need done? Structures maybe? Any Ships still need to be done? I'm willing to help out in any way I can with my limited experience. Keep up the good work, -Theascended121[/quote] Theascended, You're offer is very appreciated. There are tons of models that

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[quote]It's not that odd. OBJ is a geometry format, so it will import geometry only. .xsi is a format which supports not only geo, but also things like points for weapons basic hierarchy[/quote] Ah, I see. Thanks for the info. I meant it was odd moreso from the view that .xsi is a format obviously meant for XSI whereas .obj is a more widespread format I guess. Kind of like saying that .rtf works better than .doc when working with Word, as a very poor analogy.

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[quote]4:whwen is this going to be available for entrenchment?[/quote] [quote]i don't think it is, but don't hold me to that[/quote] It's hard to say just yet what will happen there. I do not personally have Entrenchment yet, or 1.15 for that matter as getting either would break my ability to mod effectively right now due to a lack of working tools. Once the new Forge Tools are released and an updated version of the mod (in whatever state of progress it happens t

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All you need is SketchUp Pro. It can save as both .obj and .xsi format, both of which can be imported into XSI. Oddly enough, .obj format seems to be give me better results when imported into XSI but can sometimes give you files that won't import at all. In those cases, I use .xsi format instead. The problem? SketchUp Pro is about $600 US or something like that. -dolynick

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I have a new screenshot to share with everyone. I present the new model for the Imperium Revenant (large ship in the middle): I was able to successfully take elements from the Davide's Aurora and Cruiser models and combine them along with various custom geometry of my own. The ship is finished but my prelimary in game showed some weapon poi

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What may also be a highly effective strategy (but may require some prep) would be the the following: -Use Corsairs and colony frigates as an expansion force. Build mass amounts of puddlejumpers for local planetary defense. Add in a few destroyers if the planet is already colonized. -Build an Atlantis, level it up to get the onboard space gate. Technically, you could wait and get it for free if you're willing and able to do without a capital ship for a while.<

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I tend to play long games on large maps with many hard AI opponents. My tactics may not be suitable for a different game scenario but I typically start like this: 1) Build all resource extractors, usually 3 scouts and a colony frigate and a capital ship factory. I may sell some metal if I have to to pay for all of that. 2) Build two military labs as soon as I can while my scouts explore. 3) I research destroyers and the Imperium Revenant.&

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Carbon, There is are a couple errors in your guide. 1) Diffuse/Color Map (-cl) alpha channel is for team color. 2) Data Map (-da) red channel is for specular effects. These two channels were reversed in the 1.10 patch. Otherwise, nice guide. I don't use 3DSMax much but for those here that do I'm sure it's quite helpful. -dolynick

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I have asked Blair (dev) when the new Forge Tools could be expected and he responded that they should be available either this week or next week. Assume all goes as plan then you can all expect that to be the rough ETA on a new release version. To all those kindly submitting models for the mod, If have anything you've been working on that you would like to see make it into the next release then you should try to get it finished and sent/available within the above ti

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[quote who="BloodbraT" reply="12" id="2074478"]btw if someone gets 5 tantillus cruisers with replicate forces your all screwed lol in 100 mins i got from 5 to 150 will this be changed? [/quote] Well, that's sort of why it's the Ancients "end game" ability and tier 8. To be honest, I never really intended it to be able to surpass max fleet supply limits but there is no way to enforce the limit when ship creation isn't done through a frigate factory. I've pu

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[quote who="Archaon6044" reply="7" id="2073465"]Hey Dolynick, you were saying about Atlantis being bigger than the facotry that produces it, couldn't you just have it buid directly from the planet, or build like an orbital structure? or is that kind of not possible? [/quote] I've never tried anything like that but I don't think it would be possible given the way that the engine handles entity types. It's fairly rigid in that regard. Honestly, I don't think the

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[quote who="akkan117" reply="4" id="2072451"]Hey dolynick, Huh just wandering will u put a Daedalus class battlecruiser in the mod? Cuz that would awsome. Just a though. Akkan117 [/quote] Akkan, At this point there isn't much point in putting a Daedalus in the mod as there is no race/faction in place to use it. At this point in time I cannot say when or if the humans will be added to the mod. I've commented on the topic

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[quote who="garster1" reply="23" id="2069769"]quite the bs.......forge tools won't work with vita anyway. [/quote] Forge tools most certainly do work with Vista. I'm running Vista Ultimate 64 bit and use Forge Tools 1.1 constantly. -dolynick

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Also, I have good news. Davide Sandona has very graciously given permission to use and release those models of the Ancients Aurora and Cruiser I previously posted screenshots of. I have not yet received a response from SGA-3D, creators of the Atlantis model I used for a base of the Atlantis model I have posted screenshots of but the download post was more allowing in terms of usage. -dolynick

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[quote who="SpardaSon21" reply="22" id="2071399"]Dolynick, have you included Mansh00ter's Volumetric Explosions in this? Would make blowing up Hiveships so much cooler. Aside from that, the new models really add that extra bit of "awesome" to this mod. Hopefully you can get at least one full race in soon so we can have fun blowing completely new ships up. [/quote] SpardaSon, I am trying to keep the base mod "pure", as it is easier

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Atlantis already has a full compliment of abilities. They're Colonize, Drone Swarm, Expand Shields and Onboard Stargate. Expand Shields allows it to protect an entire fleet with it's massive shield point supply. Onboard Gate allows it to act as a mobile phase stabilizer node for the rest of the Ancient fleet. All around, it has a very powerful set of abilities. It does dwarf the capital ship factory but aside from making a massive factory model (which would dwa

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[quote who="Thoumsin" reply="18" id="2071334"]I will not use 1.14 until the new numerous problem are fixed... these patch add more problem that it resolve... maybe 1.15 or other future version will be good but 1.14 is bad news... [/quote] What problems exactly? I mean, I expect there to be problems with Galaxy Forge, Particle Forge and the Dev Mode until they release updated versions of those as well. I haven't heard of any problems aside from that type of thing.</p

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[quote who="wrath2552" reply="16" id="2071198"]Download link doesnt work [/quote] Yes, I am aware of the issue. There has, however, been a new patch released that breaks compatibility with mods under the new version. I have not reposted the old version yet as I expect to have to release an updated version that is compatible with 1.14. Unfortunately, I am still waiting on the 1.14 reference data (forge tools) to be released before I can update the mod for 1.14.&n

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Archaon, Atlantis is armed with drones, beam weapons and lasers. You can see the beams and the muzzle flashes from the lasers in the pic as well. Drones (and swarms) are by far it's most fearsome weapon though. Thoumsin, I would love to get the buildings done up better on the Atlantis but texturing it is going to be a nightmare and I'm not sure if I will get to it in the forseable future or not. I think my time would be better spent getting more ship

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[quote who="PRiME2006" reply="5" id="2070017"]Wondering if I could ask a mesh question here rather then starting a new thread. I currently have a issue with a existing model not resizing. I scale it down heaps but the whole thing remains same after converting XSI file. Am I missing something, I can only think that perhaps the whole scene needs to be resized somehow not just the objects in it? Cheers if you can help anyone [/quote] You need to "Freeze all transforms".&n

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Just another little teaser... The mostly (more or less) finished Atlantis: It's solid textured but looks pretty good anyways. Drones fire upwards from the deck as you can see in the pic. A drone swarm is being fired in the screenshot but what is pictured is not the maximum amount of drone that can be launched in one volley. The Atlantis p

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