Ok, maybe not...I'm back on, but rest assured, that tommorrow I will not be on. I am on another computer so as to impede my ability to code, but I will still offer help when I can...
Volt_Cruelerz
Sure I will do that. Also, I did what you said in the PM, and it works, and looks absolutely awesome!! Yah, there will be certain things that will drain the ships, Prime Cannon, and Prominence will both immobolize the ships for a while... Also, this may be the last time I'm on for a few days, so yah..I'll get on if I can...
Yah, in XSI, you want to put "nulls" into the object. These are points that take up no space, they are just a reference location. They are under create new primitive. It looks like a star... Also, thank you Aractain. The turrets are missile by the way, so they might not hit itself...and they are also up on a pronounced tower, so they should not be much of a problem...
essentially what the title says. How does the computer determine if a cannon is forward, rear, left, or right facing. I understand the concept of firing arcs in general, but I am just asking. the reason is that in my mod (Olympus Class) features a ship with forward facing cannons, but they are towards the rear of the ship. is there something about it in the mesh? or is it somewhere else?
I got the PM, I think I know why it wasn't working now, also I would say that I have made an accomplishment... All abilities for the Trinity Blade are now coded. These abilities are (after several changes): Glory: similar to power surge Return Fire: similar to vengeance Thor Torpedoes: combination of radiation bomb and ion bolt, can target planet Prime Cannon: insanely powerful WMD. cannot attack planet, but it deals around 18000 damage (hence why you can't attack plan
Oh and soviet, two things: 1. Those screenshots above look awesome, you're doing a wonderful job on them. 2. In the mesh you sent me, it did not show up with the texture. The star showed up, but the texture didn't...Also,maybe you can fix this, but the star, if you zoom in really far, looks REALLY REALLY pixelated..I don't know how easy it would be to fix, but if you could...
Well, we don't really know...Soviet looks like he is going to be the graphic designer, and I'll be the programmer...Soviet is getting the hang of textures, while I am also nearly done with the coding for both the judgement and the TB. There are just a few things that impede my further advancement, and the main one is the limit of capital ships...I will try to work around that, but it will likely not be fully done until the 1.1 patch is in an actual release, not the beta. I would plan to do the
Ermm yah, that would kinda be impossible...If one could destroy a planet, it could be doable, but you can't... Also, there is some weird layout with the icons...gonna keep working on it, but soon I ought to understand it so it can be built...
Well yes, thats true, and I'm just about to test it out, just need to change the window files a bit, and the actual ship, not ones with weird meshes, should be buildable...(wow, gonna finish this one before the one I started first...) Also, it is going to have 200 ST to begin with and will be upgradeable to 300 at level 10. Of course all of those little things have been nerfed, in fact, rather than forty damage, they have 1. Also, they die in one hit, so it won't take much to kill the
Nice, well when you can, just PM me the link to download the new mesh so I can add the mesh to the actual ship data.
Nice job Soviet. I am working on the details at this very moment, also, I will not be able to be on on tuesday, so don't expect anything from me...
Hey, I'm finally back...overall, it works relatively well..I got developer to work and now I am running the mod. Aside from the occassional error, it is doing relatively well...I unfortunately learned that naming something TECHOLYMPUS as a ship type doesn't work...won't convert to enum (once again, don't know what the heck that is) Also, soviet, I could easily do that... a little changing, and I could quickly redo one Advent cap to be the Judgement...for now I may just have to do that.
Woohoo!! I've debugged at least one of the files, but there is an ever so slight problem...I don't think that one can make a new ship class directly...whenever it mentions Olympus, it always says it could not convert into an enum (whatever that means)value...gonna run through some combat now...see how long it takes to crash...
Oh...well erm..I was close...oops...
like I said earlier..one of the dll's doesn't work, tried downloading it like five times from four sources...its called binkw32. I mean once I can get that working we're good, either that, or we need someone who can alpha test it... Obviously we would not want you, DEC, or me, but maybe someone else that wants to help, that is if I can't get it to work... I'm gonna try one thing to get it to work...if it doesn't, I'll try re-downloading the dll, if that doesn't work, we need t
Hmm I guess...but I'd say lets leave that to the second version of the mod...and lets get these three out and about first.
I did, in fact I not only copied that, but I copied everything else too. window and string were copied (even though there is only one string file...)
Well I'm just curious what others do as far as building their capital ships. Obviously it varies from one to the next, but what do you do? 1. first capital 2. second capital 3. third capital 4. dominant in the endgame fleet
well you can always adjust the game settings before playing, or there is some entity file that determines the speed.
Well I think I understand the title, but the post doesn't make much sense. Actually you can do that... just change the mesh files, or check out Carbon's mod he is making mobile shipyards, or NEC is making mobile artillery...So yes it can be done.
Yah, after that you should be able to code away. obviously buff and researchsubject will be your friends here...
I hate this program, sometimes it won't let you edit... Anyways, an example would be the lasers on the Kol. The forward four all aim at the same spot, so it is True, whereas its autocannons can each target something so it is False...
It means that each turret of that weapon array will try to target the same one if it can
Well I don't think it would be too hard, also the design looks cool just one thing...there are no light strips...Surely the thing has to have a bridge somewhere... Perhaps on the area that slopes up to the star holder? Oh and anybody want a minidump? Cus I've got plenty of them...If I try loading the thing in game, it just freezes, and if I try setting it as the default out of game, it won't load and I get minidump galore...Maybe there is some master file I haven't found, or perha
Well that was a planet's file, doesn't matter which one. Also to make a new ability, make a research topic, find a spot for it, and then create the ability based off a similar one and then have the research act as the prerequisite...