Caldari State -2, hate: Borg: They put nanotubes Where? 8-O Cylon: They sunk my battleship! Dalek: Dalek Gallente: They keep stealing our home planet Minmatar: Super secret slave trade buddy not too keen on you! Shadows: ??? Vasari: New best buddy not so happy about your conquest Wraith: See Cylon -1, dislike: Advent: too eccentric Ancients: They don't seem to approve of ou
purdyaw
We came to consensus if noing concedes to my trekkieness about Dominion. This puts the changes for Ancients as: dominion Neutral, and largely neutral to most everybody as not much is known about how they will operate outside of that whore's control. They'll likely be the most neutral empire in this mess, maybe a little +1 here and there with some races really looking to get rid of the Borg; because they simply are powerful enough to drain borg resources by themselves, whereas
Speaking of the Dominion, if you're a former and up to the end of DS9/beginning of Enterprise rabid trekkie fan, we can certainly argue this further. If you don't claim such rabid trekkie-ness, you might want to yield here, because I am, and was, during DS9. Yes, the Dominion were doing some pretty evil things. If you don't take in every possible detail given out by the dominion from the writers, actors, and minor effects, you will say "Hey, wouldn't they be kind of ev
You can figure those 3 out. I've never played freespace. Sorry. My only major problem with the Star Gate lists (and I know Star Gate very well), is that the three vanilla races (TEC, Advent, and Vasari) are not at all known for being particularly good or evil between eachother. They are all neutral on morality. The Advent are the most likely to pick up any sympathy from any of the outside perceived 'good' races, as they have the story of being oppressed. Wit
[quote who="noing" reply="146" id="3005428"]ancient diplomatic tree to my knowledge amcients (+2) borg (-2) cylon (-1) dalek (-2) advent (
My list can teach that other list some things. I'm not too sure I'd put TEC as super brosefs with the Ancients. It seems unlikely. The TEC are known to dislike certain kinds of people, if you know what I mean.
The Ancients: -2, Hates: Borg: Obvious Cylons: They shot us before we could even say hi. <span style="font-family: arial, helvetica,
Please quickly distinguish between Khaak and 8472. The Khaak I read about from X3 and whatever game it's from is very different from the Star Trek 8472. Star Trek 8472 are very good willed, but aggressive and reactive.
Amarr Empire -2, Hate: Advent - Heathen Religion. Borg - If only their implants didn't turn me into a slave (irony) <span style="
I don't think Kha'ak = Species 8472 This requires it's own post. In case you don't actually watch Star Trek enough to know this, the 8472 are not -horribly evil-. They attacked the Borg because the Borg attacked them. At the wrong moment and wrong time, the Intrepid Class USS Voyager made a momentary pact with the Borg through 7 of 9 and hostilities with 8472 ensued. This was later extinguished. The 8472 are simply an extraordinarily powerful soc
I will make a post for each in alphabetical throughout days.... starting with Advent. *First Person as if I am Advent* -2, Hate: Borg - The Advent do not wish to be assimilated. <span style="font-family: ar
The advent being buddy with the amarr seems kind of opposite. If I remember correctly, the Advent were expelled from the TEC for being different and not socially acceptable. The TEC are more likely allies to the Amarr by far, which is still a crapshoot because they still have a degree of freedom similar to USA today, iirc. And the closest in Sins that would ally with Amarr would be Vasari; and also unlikely pact, as the vasari are even described as having great freedom, but similar to the bor
Well contact me if you wish to corroborate. Each and every file that gets compiled with the rest of my mod needs to be thoroughly examined. And if you put in significant work, you're welcome to thoroughly examine each piece I put in. That's my proposal. If you just want to help a little bit here and there, that's fine aswell. . . but then you'll have to wait for the 5 different releases to review it. . . or I may just get out a specific part, or discuss it with you if you want.
There are simply too many combinations. The closest thing we will already exists in form of a reference for vital lines of code in abilities in buffs. It's stickied up above. There seem to be a few affects not even used in the game. Aside from that, there are buffs in the game which are coded in such a way that it would be an entirely different buff if you modified the file just slightly.
Regarding learning how to modify abilities, the tutorial is in forge tools, and then a giant reference is stickied above.
well LCCX seems to be working on a persona project, much live I have been for the past year. . . but I will be using his models as well as accepting any help and cohesive effort with just getting the files written. I cannot really give classes on how to write files. I accept any idea bouncing. One thing that will be in the mod as a result of his shared ideas are modules as cyno generators and switching a little bit with my module constructors/trade/refinery ships. There is no definite
Anyways. Any problems I've had so far have been resolved. Any minidumps I was experiencing were due to the file not being in the manifests. If there is no cohesive force already, I'm just going to continue spearheading progress into Amarr (without models) until I am contacted. I am typically unavailable between 5pm-11pm EST.
Make sure you get to the bottom of all those errors. They can cause a minidump over time. Sins models cannot have any overlaps, or they will eventually do some motion near something else which will cause a minidump. Two things to note when making sins models. . . 1: If taken from another source (not from scratch), they must be heavily simplified in comparison. 2: No collisions (or overlapping) allowed. lol
I am not sure how you would run without the renderShield TRUE in any ship entity file for so long. The game either chose to ignore your ship entity for some reason, or you only recently unknowingly updated.
This game includes a few new lines or less in some updates for a group of similar entity files, or any other sort of files. When the game updates, copy/paste your mod into the new directory, and you should eventually be able to interpret what the error popups mean and update all your files in less than 30 minutes. That particular addition occurred a while ago. Perhaps you unknowingly recently updated your game. The renderShield code was added sometime around late Summer
I was just about to critique your entire post and tell you what you may have skipped. Judging from the error, you probably didn't skip anything, but rather forgot to include things you did do in your post. The error indicates you forgot to add something to your files. renderShield TRUE This line should be between these two. . . like this. ShieldMeshName "Shield_PhaseBattleship" renderShield TRUE maxAccelerationLinear 100
I must emphasize, we will not get this rolling unless we are on a more fluid form of communication. Aside from models, I've already been working on everything under both your necessary and optional ToDo lists, LCCX. If you wish to be a part of my work on that (which is currently on the stage of Amarr only), then you may contact me me through information in the previous page. Well here it is again for this page. Contact Information: Yahoo: Austinhs2002 AIM: Aust
I did not use any of my own characters for the factional avatars. I think it's important that we get as stereotypical as possible pictures, which I've already gathered, for the different bloodlines. For example, the female True Amarr is Jamyl herself (current emperor). The male Ni-Kunni is Doriam Kor Azor (former emperor). The Khanid look quite generic, as does the male True Amarr and the Female Ni-Kunni. The difference between Pulse lasers and Beam lasers is that Beam lasers wi
This is interesting. I've been working on the Amarr race for some time now. If you want to merge, I can provide the irritable mechanical detail. I prefer it over doing model work. If you wish to merge, the requirement will be accepting races balanced with those of Sins races. Also the fact that only very few files would need to be modified to merge the mod with others. I've been working at it in such a way as to keep it as adaptable as possible. I did have a modeler earlier, b
Also, has anyone ever successfully used more than just the original Announcement music files.