No Sheridan or Kosh? :p
EdisonStricher
I couldn't help, but I want one!
[quote]UEF SOldier:Don't worry, I hear you. I am attending college on top of working full time, part time business, married, kids, and life in general. So I know that "time" is valuable and very limited. I will try to get 1.3 out as soon as I can.GotzMADsKILLz:Thankd for the comments and kind words. The mod may mini dump if you are running it on the "super fast" mode, as this sometimes happens even to me. But other than that, it should work fine. Just make sure that 7 DEADLY SINS is your only mo
[quote]I find myself missing the calm, professional, realistic voices of Homeworld.You mean voice, singular. There is only one, crisp airline-pilotty voice in HW. I miss the music of Homeworld... and the storyline and how you were genuinely moving in 3d etc. but not so much the voice acting.[/quote] Homeworld: Cataclysm.
Will this by any chance be combined with Bailknight's version 1.3 when it's done?
[quote]I like the airbrushy snake pliskin looking guy in the bottom left for entirely non-sins reasons![/quote] I like the avatar above that one. = smexy.
[quote]LOOKS GOOD BUT I HAVE ONE QUESTION WONT IT TAKE YEARS FOR A SHIP TO GET ROUND IT AT THERE CRUENT SPEEDDarkStar[/quote] Why would someone make a mod like that? [quote]Wow, with this, we can make a realistic version of our solar system.[/quote] Yeah, and someone's already making templates for star systems that look like real galaxies.
How's progress? I have to see how this rolls out.
[quote]On a less subjective level, one of the things I dislike about many of the voice clips is that they're too much like an individual's response.What I mean is that you click on a ship and it says something like, (not direct quotes) "What can I do for you?", or "My robots are ready", or "Gotta job for me?"These responses make the ship feel like just a single guy, much like a unit in a game like Warcraft, instead of like a huge ship crewed by hundreds if not thousands of people.I don't necessa
Neither does someone whos voice cracks in fear when you issue an attack order (Cobalt).
The problem was you couldn't even fire them at maximum power output before the weapon itself exploded...
Still, all in all I'm more about the "A safe (Insert whatever it is here) is a moving (Insert whatever it is here)" concept, better to have itty-biddy guns scratch paint on a ship in a bunch of places than have it plink away at one spot and eventually break apart to a humungous hull breach. It just seems like the practical thing to do. Not that there's itty-biddy guns in this game...but you get the idea. Plus it would look really nice once the newer visuals are relased.
Actually, missiles would be the most powerful form of weaponry, they'd typically have some form of nuclear warhead or plasma warhead to actually cause damage to the ship's hull, beams...well...there's still no way of knowing what they would really be like. Every directed energy weapon we have tried to make on Earth had an invisible beam, (As far as I know) on a ship, I'd have to say that beam weapons would have to be fairly large, as you need room for capacitors, accumulator rings, possibly thei
Five minutes? Try 50.
Could you explain what you mean?
I've never seen ships move up or down except to enter a fleet configuration, the Strike Craft might do this just a little bit. (From what I've seen) When I say "...utilize the three dimension aspect..." I meant that if ships could have been tweaked to use combat maneuvers, that they also flew above and below the ships rather than just flying around in circles as if they were on an ocean.
Well...poop.
Delete this please.
The one thing that bugs me about this game is how ships move into a certain range of another ship to attack then stop moving. It makes the battles bland, regardless of all the fancy weapon effect and visual mods people are making. Is it at all possible to make ships maneuver around while keeping in weapons range of the targeted ship? The larger ships flying around while in combat would make it more intense, as well as utilize the three dimension aspect of space.
[quote]14k polies is far far to many for a model siath1970 and trying to UV texture it would be a pain in the ass getting rid of all deformities caused by such a high poly count.infact 14k polies is higher then the human models in crysis.[/quote] Are you serious? The models the SCP team for FreeSpace make range up to 30,000. Could this be used to change weapons on ships already in the game? *Pictures Cobalt Beam Variant Frigates... :LOL: *
I have to say this mod is perfect for the game. One thing I have a hard time with is ship to planet scaling. I can't stand seeing a ship that's 1/8th the size of a planet, it makes me think the ships are undergunned if they appear to be several hundred miles in length, something like this will give a greater sense of realism to the game, and even make room for larger battle scenes. :HOT: This also gives me a suggestion...a custom map, multiple star systems, with Sol as one of them, and