hmmm some of the skill points when put into certain skills don't add to any skills at all on one or a few of the Minbari capitals... unless the code is incomplete still. I do know this is still in the testing phases SOOO I wanted to point this out... btw... lol looks good so far need to try the earth forces sometime I'm a big fan of the B5 series
EternalRequiem
Strange... I would have thought the Radiance battleship would have more shield points since the Advent are a race that specializes in that area, while the Vasari are more armor and hull point based... and the TEC more inbetween the two with shield and hull + armor
Hmm well I do have to say my starbase was completely upgraded so it hard to kill it. I've basically got a lot of research done when I had my first pirate capital lead fleet attack me, actually I'm not even done with the game... heh I only took a break to come and post here... also playing the Advent is great heh seeing a clensing brillance beam shatter through a pirate battleship is so great [e digicons]:grin:[/e] when or if I get around to it I'll do a two pronged att
Heh... well now... I do have to say this is quite a nice mod, very nice indeed. I especially like the planet sizes, and the extra spaces added, nebula and deep space thingy's. It adds a lot more flavor to the the game, now... here comes the cake... the pirates... omg the pirates provide SUCH a challenge now... it's freaking awesome. Pirates that actually have capital ships are such a worthy challenge to my plantary defenses that I had to make a secondary fleet for protection. Heh and they are
heh it's been a while since I was around here... good work at the progress and I agree with you on having something completed in wanting to play it
lol check the first page or the front page... it has the link to the page that has the downloads
Drop Danman a pm or something he might be able to help you out. I'm not sure how much help he can be but he's got his own huge mod going and could help out in the area you need help on
Awesome I remember the HW2 mod for those ships! LOL my account over at the HW2 modding community is still open actually, lol go figure Dragon Fury got swtiched to what I am named here :p
hmmm have no clue what I am looking for with that download site for the download =/ nvm figured it out
Victory II cluster missile ability will not show up if you use a lvl up point, if you do use it it doesn't now up on the ability management like with other abilties you can set to for auto use or not Imperator demo bots is the same as with the above said ship. SSD shields and hulls confirmed won't recharge when research for hull and shields are done. They stay at the base amount. Even when placed near a repair station they stay the same. I can comfirm this because I sat for 5
lol they're freaking lazy... they don't wanna go do the reinstall... my soultion get a external HD and install it on there XD
It's bugged I tell ya BUGGED! mmmm I think your right on that shield and hull regen thing there, though I never had the chance to find out when I was playing empire cause the game mini-dumped while I was about to take my 4th or 5th planet, not sure if I was about to zoom in or not... also... for empire, on it's scout ship, the very first frig you use for it the shield animation is wacked it's standing on bottom to top, basically the front end of the ships shields points UP and the bottem DOWN
works for me, once a thread gets to full it tends to lag lots and lots :P
Hmm... I've noticed this issue... with a fleet or mass amount of ships. Ship spacing sorta stinks... actually reeks. It's kinda a pain to see my ships playing bumper cars all over the place as they try to align to jump or even within the gravity well of a planet and when they are fighting enemy ships. Also I noticed that when you zoom out on the ships the textures seem to be okay, but when you zoom in for close up the textures become all wacked out, darkening or lighing up to almost become or
Size of ships is somewhat dependant on latency for the game, if something IS way to big it could probably crash the game... I think... like when you have huge amounts of ships in the game and it slows it down a lot depending on your computers specs
Super Star Dread shields and hulls don't regenerate past a certain point when upgrades are applied to them, they stay at the base stats from what I saw
lol anyways... I've seen the Starwars mod for HW2... bring one of the big ships in and yeah... holy crap... the Super Star Dreadnaught is larger than all other ships if you use that as a comparison from what I recall when I played it
that big ship... the freaking eclipse is a litte over 20 miles long! HOLY CRAP 1 km = 1000 metres/meters km = 3281 feet meter = 3 feet lol do the math and you can find out how freaking big... now all we need is width and height :p
[quote who="DANMAN3712" reply="4" id="2122688"] Quoting neterw, reply 2hi i tried to make ship invisible, but i couldnt... i think there is a hardcode limit or what... the phaseout doesnt make the ships/mines invisible, just foggy... did you, danman or someone else make the ships truly invisible? Sadly it is not possible at this time. It is a hard code that many people are fighting. Perhaps if you made it permenant, this may be possible, as it would be c
Hey Dan here's a quick question I wanna throw out there, are you thinking of adding something to the mod that'll make battles more interesting and seem more real? like instead of static ships shooting at each other, their moving around. I recently looked at Manshooters Dynamic Battle System mod and thought it would be a great addition to add into deadly sins. I so wanna see a fleet of Atlantian ships moving around screen and blowing up enemy ships. the curre
no... the imperial have bomber class... it's called a Tie Bomber :p
[quote who="Ordian" reply="14" id="2121637"]Dzhel: Yeah, the pirates are going to be tricky, as there is a thin line to how powerful to make them and at what stages. The thing that is an issue with them is they do not research additional techs, so each ship really becomes weak in later stages when the empires are all buffed out while they are not. The tactic I am currently looking into solving this is giving each level of raid its own ship entities, with increased stats
Hmm... I just noticed a small thing... some of the planet types... have extra logistical slots... like 2 extra that can't be filled up. What's the point of two extra slots if you can't build anymore stuff? most of the civilian structures cost 4 slots. I can't see how a terrain planet type can have 26 logistical slots where usually it gets maxed out at 24. I can understand if it has a moon... but why 26? why not 28?
I remember Dan saying about if you don't want certain races in the game that you could delete the race files for them... also I think that would help with any lag problems to... don't think it would change the unstablity of the game though for high graphics. Before 1.1 of sins even on my gaming computer the Van version of sins still lagged on me with highest setting graphics, but when the game got updated to 1.1 that all changed. atm as Dan said playing on highest will crash the game in a min
There is no set date of release... Dan will release it when he gets it done, now stop bugging the man and let him work :p