Hmmm, another note, Destroyer Cap also needs it's shields resized :p but I'm sure you already have that in the works. Besides that all that I can see that needs working on is the textures for the Nephilim. Mainly finding the right one that fits for them and also the correction of the models/textures so you can't see any of the polygon lines in the models when textures are applied. I noticed this on most if not all the Neph ships and structures. Also making the models a bit more de
EternalRequiem
Update, noticed a small typo on the Eternal Peace skill. The Nephilim all Prays for a day when everyone will join them in eternal Paradise. It should be The Nephilim all Pray for a day when everyone will join them in eternal Paradise. ;)
Moons have a little bit of a glitch/bug or I assume they are incomplete. You can't upgrade them fully seeing how 3 or 4 of the upgrade slots after you deploy it can't be activated. The slots are locked. Also speaking of the Destroyer Cap ship for the Neph, notice the see through polygon there?
Hope you get it solved, cause the game would seem pretty dull if the AI doesn't research after a while ;)
Hmm... noticed the Sol planets... don't have city lights showing up. Is that something I assume was left out by accident and will later be updated?
Hmmm, question now Zombie, the Titan model, the ship below the Nephilim battleship the hull and shield stats are the same base... shouldn't that ship have more meat (hull) and shield base then the mainstay battleship?
LOL Really though, you guys are doing a wonderful job on this mod ;)
right, testing only a few to see if they worked/activated. Fallen Planets Rigel Fallen Addon Artifacts - Currently places a dead alien battleship in plasma or magnetic clouds. Fallen Addon Effects - Brings Bailknights effects to Sins of the Fallen. Fallen Addon Moons - Adds moons and prototype moon bases to Sins of the Fallen. Fallen Race Nephilim Fallen Race Plauge Fallen Race Rogue Main Sins of the Fallen are the last on the
Hmm I keep getting an unsupported compression method message from 7zip from the current diplomacy download. Is there an issue with the download guys that was not known to us until now?
Little over 10k polys, I've already told Zombie about it and he'll reduce the amount ;) All the models I've given him have had a slight high count in polygons which he's reduced and fit into the mod quite well with things running quite smooth. And believe it or not the model isn't so complicated. I finished this model in under and hour, making the structures is actually quite simple for me once I have an idea and picture in my head. Lot of the polygons of the model
Whoa... O.o that ship looks like a long distant cousin of the ship I posted a little ways back!
[quote who="ZombiesRus5"] Quoting EternalRequiem, reply 520Speaking of updates I have a new tactical race structure for the Nephilim. This is to fill in a specialized role that buffs friendly ships or puts a de-buff on hostile ships. I've been putting it off for a while until now and thought I might as well get started New models, yum! Edit - kharma will be coming as soon as the new forum starts behaving.[/quote]
LOL not in my vocabulary, I just made the model and provided the guy who textured and skinned it with it. He made some slight modifications to make it fit with the race and I do say I think he did a fantastic job on it. So if any of you play X3TC and know of a ship and station mod run by Cadius on the Egosoft forums, that's the one :p Speaking for consistency to keep on topic with SOSE I just created this new specialized tactical structure for ZombietRus for his Sins of th
Speaking of updates I have a new tactical race structure for the Nephilim. This is to fill in a specialized role that buffs friendly ships or puts a de-buff on hostile ships. I've been putting it off for a while until now and thought I might as well get started :p
Here's some in game shots of that ship I showed before
Hello all, haven't been around much and stuff. I just checked out some new information that was released a little while ago since I'm a little bit on a B5 rampage, watching the show and stuff :p Thought you guys show have a gander at this video even though it's a mod done for a completely different game. All I can say is that my jaw hit the floor at the work these guys are doing. http://www.youtube.com/user/B5X3TC
You also have the scale the models down and also CUT back the poly count on the models if you import them. Granted you can obtain permission first before you even attempt this or you'll have legal issues. I know of one mod that uses several Boron ships and that would be 7deadlysins mod, and from dan told me he obtained permission to use the models before showing them off or releasing a playable version of the mod.
LOL I remember asking about this MONTHS ago
[quote who="Sinperium" reply="1040" id="2987078"] @Eternal...really like your model but suggest make the lower half different from the upper. It's too pretty to waste.[/quote] Actually I already am ahead of what you were thinking, the bottom rounded area is different then the top area. I changed the top mirror look of it to be slightly different, IMO I made some small details that pretty much point out that it's the bridge area. My last Pic in t
LOL, I've been making use of the bump function in the program I use. It was how I got those canyon like features onto that last ship, which I then proceeded to get rid of some extra lines that made it look weird when I went and smoothed them out to make them more rounded.
Nice :D need to learn how to detail my ships in the way you do yours
Update to one of my more recent models, added more detail to the hull and also made it longer. Do note... this thing is 28k polys [e digicons]:rofl:[/e] Another note you'll notice is that the wings are not rounded anymore, I found an error in that part of the model and the only way to fix it was to delete part of the wings and redo them again. I do say all 4 of them are equal and fit without any errors. <img src="http://img543.imageshack.us/img543/5089/upda
[quote who="Whiskey144" reply="1627" id="2986198"] Quoting blobness, reply 1626And they're written infinitely better. Which is sad, seeing as how they're fluff for a tabletop game that can barely decide what kind of backstory it wants. I'll simply point out that Warhammer 40,000 has expanded considerably*, and is arguably just as comprehensive in scope as the SW background. *As it's gone from a TT wargame to a massive multi-media franchise encompassi
You'd be amazed with how much they also coincide with the Tyranids of the 40k universe :p
[quote who="TobiWahn_Kenobi" reply="2589" id="2985227"]@lordcronos I have got no model of the whitestar as of yet. And I still haven't decided where I should put it if I had a model (and I really like the white star design). Perhaps grant it to all races who have established an ISA pact?[/quote] If you need a base model to work with I did a search and found this. Was worth a shot at least to find something I guess? http://bridgecommander.