Hmm... it seems even with the hotfix that the Kortul Dev's Jam weapons ability still autocasts and wastes Antimatter when enemy's are not present... is it possible that the files haven't been modified in the DS mod yet? or is it the standard game files doing it, I updated the game with the hotfix and I'm still getting this issue I'm gonna run a test in regular game to see if it happens soo I'll post if it happens or doesn't happen Edit: ye
EternalRequiem
oooohhhh... pretty looking... [e digicons]:drool:[/e]
another good... program for making ships is wings3D... easy to understand easy to use once you learn what's what in it
hmmm... okay... just when I thought I was through with the pirates... I forgot one small detail about the map I created... I HAD TWO PIRATE BASES PER STAR SYSTEM. So basically... one base gets blown up... and now I have a pirate fleet heading towards one of my other planets ON the other side of the system... go freaking figure... [e digicons]:(O[/e]
It might be hardcoded... I have no idea though
You just made me drool seeing the altered Advent blue beam turned red
WELL GEEZ no wonder they are dangerous to starbases now... freaking Desolator as the buster torpedo's that the TEC have on their torpedo cruiser and then... wtf? 16 fighters in one pirate group!? O_O OMG... that is painful AND I'm enjoying it! MOAR GIVE ME MOAR! XD Now I'm really glad I have a fleet in on that planet otherwise more damage would be done to the starbase and structures near it
geez... that's big ass tech tree
Oh yeah... I forgot about that... heh Yeah I'm playing in a 4 star map with around 149 planets in total, one unfair TEC researcher
Yeah they did, it was a occupied world to so they probably hit some ships before they jumped to my planet, by now though I'm in control of that planet and I have my one of my fleets stationed there to help with defense incase any pirates decide to pop up. on a side note I had rebellion forces suddenly show up out of the blue on one of my less defended planets with a un-upgrades starbase. I was like WHAT? it was a small force but that surprised me to have ships suddenly pop up out of n
Usually it's best to get textures off of a site that can provide them. I think I saw one but I'm not sure... on the forum you were given the link to I think Fileosoft gave a link in one of the threads of the forum. I'm not positive though as I haven't found the thread ever since I first saw it :S
yeah get in touch with Fileo he's a great guy to contact when your working with models, although he is quite a busy fellow
O_o okay... lol also I noticed something else... the second wave capital leveled up even though it didn't kill any of my ships... wtf!? they automatically level up!!!! geez... I need to get more freaking worlds now if this is going to constantly happen cause I'll need a fleet to actually help my starbase take them down... btw... I'm not playing advent this time around, I'm playing my other favorite... Vasari :P
last RTS game I remember that had fuel system... Homeworld... lol of course that was for fighter craft
Well, well... a pirate Kortal Dev with lasers, beams and missiles... interesting... that was very surprising to say the least [e digicons]:omg:[/e] lol apparently the smilies are broke on the forum now
Ah yes... an epic game, still got it and rarely play it... lol I play sins a lot more now
hmmm I've been playing with a unfair AI to... they just seem to be so much more intelligent than the normal setting AI and they actually build stuff!
[quote who="EvilleJedi" reply="827" id="2394889"]tbh I have very few problems with performance with any mod including 7sins I have win xp SP3 3.5gb ram (limited by xp32 bit) dual core athlon @2ghz (almost 3 years old now) geforce 7900 video card (also 3+ years old) none of these things are new at all, so maybe it's a vista issue, or an integrated graphics issue, but I run everything at highest and 1920x1200 and I only see any slow down wh
Hmmm I believe Fileosoft has a very high end computer and on the 7DS forums he explained he's able to run the mod on max settings... as you said though about all that other stuff I left out... yes... quite true. My computer... is in the mid to low area, though if the mod isn't huge I'm able to run it on max settings... usually. I just order a new HD and 4 more gigs of ram for it so I might be running it faster come monday
Yeah if you take a look at 7 Deadly Sin's mod they have several races and you have to actually run it on high or lower settings to actually run it without minidumps and the what not... depending on how good your computer is ram wise, if you had a lot of ram you could probably run a game smoothly at full graphics
indeed I figured as much :p Hmmm... found this to be interested while playing the Vasari... the Devistator's jam weapons ability is on perma cast... meaning if it's already on auto-cast it will continually keep casting it until antimatter runs out. From what I'm guessing there is some flawed code with the ability or something that is causing this... CAUSE normally the ship only autocasts it during a battle when it would actually be of use
hrmmm... paradise planet's ability to make the jump charge up longer/the speed of ships slower/ and acceleration slower appear to be marked green instead of red or orange. Green means they get a bonus while the red or orange means it's a penality? am I correct on this?
Heh I thought so... lol I was about to ask the same question but I don't need to now :p
Hmmm... yeah... AI tends to not really focus on it's defensive structures a lot... depending on which setting you have them at... if only the AI was smart enough [e digicons]:dur:[/e]
Hmmm gonna keep it simple eh and not use any of the fancy modded planets other mods have? :p