raxiv

raxiv

Joined Member # 3163488
3 Posts 56 Replies 581 Reputation

First of all, supporting yes, officially supporting - depends. We've got to understand here, that if IC would go and choose the mods they support and ones they don't, they would get flamed, rather then praised: How some of the mods are unworthy when others are? I can see the upcoming wars : that's a NO-NO. Though adding mods on their website for download can be a good thing, I would rather see an implemented mod-downloader on that matter. Also there it goes, most of the Total Conversion

7 Replies 33,748 Views

[quote]So what's gonna be in 1.1? We'll be posting info on v1.1 probably sometime in early June. It's going to be available as an optional beta for awhile since it includes new multiplayer code.[/quote] Keep at it! Steady as You go!

108 Replies 179,644 Views

[quote]I think in fairness the game is today as modable as possible given the resources SD & IC can reasonably throw at the problem.We'll just have to wait our turn and if it doesn't come to fruition then I propose a mass snowball+Molson deathmatch British Columbia style. you don't need to use large fonts btw we aren't visually impaired.[/quote] Count me in for the deathmatch ;)

69 Replies 62,160 Views

Also what I wanted to ask, if it will be available to us to add more fighter/frigate/cruiser/capital ship types to the game as of 1.1? Wait.. isnt that a new entity and it won't be available until the engine will be [ hopefully ] rewritten? Still it's sad about the entity types, but I BET You will do it when You see that the community has made of use what You are giving out to it. Don't let us down! [ Adding experience and abilities to fighters will have to wait :| ]

69 Replies 62,160 Views

[quote]Bailknight - my apologies... you are correct. 1.04 does not allow infinite effects, but 1.1 will.More information on some of the other requests:.) A particle effect editing GUI should be released soon..) If you are modding, you should definitely have the user settings for LogOutput and ShowErrors set to TRUE - this should provide you with more error details and less minidumps. We're planning to release a special build of the game for modders which will make it much easier to test your c

69 Replies 62,160 Views

[quote]Bailknight, it's possible that this may have been the case in 1.02, I'm fairly certain it has been changed by 1.04 though.Thanks all for the responses. We're discussing internally what can be done to give you more creative control over some of the elements that you've mentioned.[/quote] We hope that we'll get a positive response! Thanks!

69 Replies 62,160 Views

What I would like to ... let's see. - Have more then 1 type of figher/bomber class ships [ and ability to let them gain XP and use abilities. ] - Have no limitations on amount of types of frigates/cruisers/capships I think that these are main issues now for LOTS of modders out there, including me. I concur - sure, optimize the game. But please, let modders do the optimization process themselves - It wouldn't be Your fault our dear Dev's that someone else - let's say it clea

69 Replies 62,160 Views

The secondary capship type is the cruiser type you are talking about here. Also carriers and fighters will be the base fighting drill of the Mod. We realize that You don't need research for silly stuff like transports... yeah. Every ship will be expensive, and it will take a bit of time to build [ that's a concept that will be put into work, we will see what happens next ], also the capital ships like dreadnoughts and cruisers or destroyers will be balanced out to provide good firepower,

50 Replies 104,930 Views

[quote]Now you have my ears! Finallly someone who wnats to try it and not only talk about it!Great! I prefer Wing Commander in the time line from Wing Commander 1 and 2.And without Star Wars - Wannabe Superweapons like behemoth and temblor bomb!Flashpack and the Sivar would be o.k.![/quote] Superweapons are superweapons G.A . Hard to achieve, they turn the table of any war. Without them, every game could be balanced to a point where it would be pointless to play.

50 Replies 104,930 Views

[quote]He didn't ask what teams he could join. He asked what tools he would need. Thanks for reading the OP. You have pretty much all you need. A text editor, Forge, 3DS, Photoshop, and some experience. You can convert 3DS models to the game's model format, .mesh, with the converter in the mod tools pack. PM me or make a thread if you can't find something - everything's pretty easy to figure out but there's some weird stuff like entitytypes linked to shipyards that aren't the norm in RTS games.[

13 Replies 5,962 Views