Really good work there. Homeworld music is definately something I was missing. I played around with the Kushan so far and I noticed both the Arrow and the Blade (fighters) won the same ingame description infocard - what's the deal with them? Also I noticed civillian ships are a little bit oversized when zoomed out at least (contructors, trade ships, refinery ships, etc). Edit: Just tried the Kadesh, their mothership has some problems with abilities. They keep "auto-cas
LoTeK_83
[quote who="GoaFan77" reply="12" id="2313374"]If you really want the sins plus planets in their, you can always add them yourself. It's not all that hard. [/quote] Now that's really a rare show of wisdom I must say, thank you, it was short but I ejoyed it. Why make the mods in first place then when users can do them on their own isn't it? Lo
[quote who="MercenaryMuffin" reply="1" id="2307117"]Hey Jason, is there any way to get the Celestial Bodies mod to work with yours? The only thing better than laying waste to rebel scum as the Empire is doing so while colonizing awesome looking planets.[/quote][quote who="JasonFJ" reply="2" id="2307658"]Hehe I totally agree. I'll be releasing the Requiem v2.4 enabler mod this coming week.[/quote] May I also point at Sins Plus planets? Perhaps not all of them but I t
The need of more inhibitors to cover more range make sense to me, it force the player to sacrifice some defensive capabilities in order to have a wider and guaranteed 700% charge rate penalty area. However if you place the inhibitor on the front line instead of the other side of the planet it can cover both jump angles, but there is a higher probability it becomes the first target (forcing the player to counter this making more than one in the same area, like the AI does). To me that'
I second all of that but again I know little about SW lore on these details. Definately having 8 Maria with Armistice makes you virtually invulnerable with 4/5 Mc80 repairing the fleet each time you cast it...and if things go bad the last one is for retreat. The Lib Starcruiser have usually a fewer presence inside the fleet, I don't build more than two.
I'm sorry I can't help with 3DS Max, but I know what I consider an easy way to get an XP system working. Virtualize! A virtualized XP machine can be setup on windows vista using any free virtualization software. On the other side 3DS Max may (I suppose it's some graphical software) need resources a virtualized machine may not be able to provide, but it's worth a try if there aren't better options.
I'll quote myself from few posts above, just in case you've missed it, we're on the same boat. [quote]I think I don't start Sins vanilla from when Entrenchment was at the first public beta and I don't plan to do it anytime soon, it's like going backwards to me and I'm just not used to that, mods or not mods.[/quote] I was just pointing out that this isn't 100% exact: [quote]Except those who bought Entrechment.....[/quote] In the context where it was, sounds lik
I was of the impression that Stress told there's already a working version of the mod but that's just not for Entrenchment (hence why his 'be fine with what you already have', otherwise I didn't get it then..) How old it is what do one care if it works w/current version? And players are not a must-be if you're looking for sp to try it out. If it doesn't work even with the current version of Sins (not E) then well..no play of course. Lo
[quote who="FrznMD" reply="12" id="2284704"] You already have a version of the mod released. Except those who bought Entrechment.....[/quote] Sins is needed to run Entrenchment so all you have to do is start Sins (not Entrenchment) with the version of the mod for Sins (not Entrenchment) installed and you will able to play it...without starbases/techs/etc given by the micro-expansion. I think I don't start Sins vanilla from when Entrenchment was at the
[quote who="Rnick" reply="19" id="2284382"]You don't have to be a programmer/modder. You just have to delete 2 files in the mod, in Textures I think: Skin_Tech.tga and Buttons_Interface.tga.[/quote] That's good to hear but since it involve 'deleting' I suppose that is the way to make the minimalist hud go away. I actually like it, apparently some other people as well and I was just worried that if it go away...putting it back will be a lil harder. The solution you are
Now what's the problem with fanboys to begin with. I feel like called in as I think I can define myself a good follower of Star Trek and I don't want to see ships moving at incredible speeds and the rest...pretty much like you. Please just don't generalize. Thank you..
[quote who="kryo" reply="11" id="2283757"] Forcing you to go through battle.net (which is free) should not be a big deal Yup. Even when I played SC at LAN parties years ago, we always just used battlenet. Unless you don't have internet at home (in which case it's unlikely you'll be the host of a LAN party anyway), this won't have that much impact on you. It will affect VLAN-using pirates, though.[/quote] What if the house where the lan party is going on doesn't have an inte
I will speak from a player point of view as I don't mod and I'm just expressing my personal opinion. Honestly, this will probably 'hit my trashbox' to be a tad rude, and that's wierd. I can't imagine Sins E (cause starbases are a must in there) without a good Trek mod on the TNG/DS9/VOY era (we even have Babylon, freespace...oh my I'm nostalgic now...), with just the original models and things seen in movies and series, not TOS or ENT as those would require a standalone pretty
Um..perhaps it's possible to make it a selectable option? So people doesn't need to get on the code to add/remove just in case they aren't programmers/modders, like me for example, and this get sorted? Btw, Mc80 and Mc80a names or descriptions are still inverted (I don't know which one as I'm not a lore master but they are obiviously inverted if you read them attentively), since 2.2.
The minimalist hud is good, no need to take it away for me. It let you see more of the game screen than the vanilla one, they could even implement it in my opinion. Way better.
The modding section loads only sticked threads. Time 8.25 GMT. Happens 70% of the times I'm around to check.
Edit: wrong post..I made some confusion, sorry please delete.
[quote who="lazerface" reply="3" id="2266763"]The mod looks great so far, but i have a question that kinda has nothing to do with it. Im a fan of ST but still relatively new to it and i always wanted to know how advanced the federation is compared to Romulans, Klingons, Breen, and Cardassians.[/quote] I think that depends on what period of time are we speaking of. In the chronologically early stages (First Contact shows them), when the humans were about to discover warp propulsion the
I think I can confirm with the unfair AI, it usually sends few capital ships (often lvl1) + fleet against my fully upgraded starbases (let's say neutral grav well, so there's just the starbase), once they hit the research also with some anti-structure ships but they go down quick to those 10/14 fighters stationed on the starbase (and the starbase itself). After the 6/7th attempt they are almost about to bring it down (since repairs are not much quick) but..whops..my capitals appear in
Dungeon Keeper, please yes!! [e digicons]:pout:[/e] Syndicate Wars, that one too...
[quote who="Thoumsin" reply="15" id="2245774"] Quoting LoTeK_83, reply 12Sins run on Vista64 however it will use only 2GB of RAM as it runs as a 32bit application. Not fully true... if you have more that 4gb ram, any 32 bits application on XP/Vista x64 will use the WOW64 mode who allow a full 4gb for the application... If have sins running on XP pro x64, Vista home x64, Linux x64 and Solaris x64 ( impulse and online game don't work yet
Just a short bug report about the latest 2.2 beta. The Alliance MC80a and MC80 battleships names (or descriptions) are inverted. The shields graphic effect cut the capital ships hulls in several points (not sure if that's reflected in effective coverage/damage) as it wasn't probably resized or it isn't rezising properly for the new capitals which are bigger from vanilla ones. (already reported) Sometimes ships just va
Sins run on Vista64 however it will use only 2GB of RAM as it runs as a 32bit application. Until 64bit OS will not be the de-facto standard a 64bit version of Sins won't be released. That's the reply I got from the support team when I was experiencing lots of 'out of memory' minidumps, the latest patch which improved memory handling, if I got that right, partially resolved the issue but I still crash if I set all details to highest and it seems theres nothing I can do about it
[quote who="soasertsus" reply="10" id="2194199"]Some constructive critisism... I just played your vanilla version and there were so many problem it ruined the experience. First of all some of the pictures and stuff are missing. Second it is plauged by string not found problems. Third the Sol system planets are messed up big time. They are not textured corectly and just dont feel right. But your Terra is amazing. Also there were varyous other small isues that took away from the mod.
Seems random...and no I'm not playing online but in local with my friends and singleplayer. With Celestial Bodies and Volumetric Explosions mods (tried also with or without bailknight's effects) we got a dump in the first 5 minutes of play. In single is much more stable to me but keeps dumping, crashing and whatnot often..it gave even a bsod pair of times [e digicons]:|[/e]