thrakkemarn

thrakkemarn

Joined Member # 3270359
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Well, I've finished a rough version of the map. Bear in mind it's still got some ways to go. Features: Wormhole based trade routes simulate hyperspace (all factions start with wormhole travel) All planets individually placed and given bonuses consistent with their lore 3v3 Rebels vs Imperials (Rebels should be players 1,2,3 and Imperials 4,5,6) Customized starting fleets for each faction (i.e. Mon Cal starts with a cap hip, but Hoth just h

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[quote who="GoaFan77" reply="229" id="2992378"]Another little teaser for the next major patch. Much thanks to the SoGE team for this one. [/quote] Looks awesome! Bothans ftw! Although I do have an ingrained fear of recursively dying Bothans. "Many Bothans died to find out that many Bothans died to find out that many Bothans died to find out that ..." *shudders* [quote who="GoaFan77" reply="229" id="2992378"]Well if you want to go on by Canon, post Yavin home worlds would proba

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My friend and I have been working on a map for the new version of the mod, trying to strike a balance between an accurate Star Wars galaxy and a highly replayable map that is somewhat dynamic and most importantly FUN. Currently the plan is to use wormholes to simulate the trade lanes that are a defining factor in Star Wars travel, but I can't figure out how to have wormhole tech unlocked from the start of the game (if it's even possible). I was wondering if anyone here knew ho

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Awesomeness. Having become mildly obsessed with this game and this mod in particular, just wanted to put it out there that if you ever need help I'm pretty good with everything except models/textures. And I don't mind doing grunt work =P p.s. I know this is way off-topic, but I just pre-ordered the Old Republic MMO and am obscenely excited for it.

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Mmm, love both those games. Never got into modding Rome (missed the boat somehow) but did some Empire:Total War mods. I've been modding since old school Jedi Knight - I'm talking Dark Forces 2 lol. Most recently was on Mount & Blade, made my own personal mod that I decided to share, and have done some collaborations on mods since, helping out when I have time. Most of the time I mod stuff it's for me first, and sharing is secondary, unless I'm collaborating

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Haha yeah I just saw that =P I have a question about the Diplomacy version of the mod, since I can't play it yet. Do any ships get special squadrons besides the Imp caps with Interceptors? Not sure if this has been raised before (searching around here doesn't work too well) I saw a topic on the other boards about fighter specialization for the Alliance, which is an awesome bit of research to add (p.s. how many extra fighters does it add?) but I think it'd be

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p.s. Sorry about the editing, I'm not too familiar with these forums and not sure how to make it look neater. If anyone thinks this is useful I plan to do it for the other factions too So I spent about half an hour doing an in depth analysis of the Dominion ships, cause they're awesome. This is what I came up with, the numbers are from the game and gameinfo files, but a lot is just my opinion: Name - Armor - Weapon type (anti-medium, anti-very heavy etc) - Supply Healt

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This is an awesome sheet for the main game. I want to use it to analyze some mods. I converted the mod files into .txt files using the Sins Data Converter 1.2, but I'm not sure which specific files the spreadsheet needs me to open. After I hit the Big Button, and the Open dialog pops up, which files am I importing? Am I looking for ships in the GameInfo folder? Such as FighterXXX.entity? Does it matter what order I open them in? Any help is much appreciated! p.s. Do I need

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[quote who="-Ue_Carbon" reply="5645" id="2972637"]Errr...how does one lose b/c of one pirate raid? Am I missing something? I know they are broken, but you can only lose 1 planet per raid. Are we all playing Point Blank?![/quote] Haha, no. It was a pirate raid that hit at the same time as I got attacked by one of the AI. The pirates also wiped out my one of my forward bulwark planets before I could get any reinforcements in place, and I hadn't set up a starbase there cau

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Wow thank god it wasn't just me. I just played a game (diplomacy, 4v4 FFA) and managed to avoid pirates for like an hour while beating back two AI on two fronts, only to finally let some pirates come and they arrived with what was over 300 ships! Not a fun way to lose....

8,423 Replies 15,657,497 Views

[quote who="Evaders99" reply="1712" id="2972117"]One of the downsides, the descriptions are pretty vague. If someone wants to change them, we'd be happy to include those changes [/quote] So while it's possible to open the mod folder, convert all the bins to .txt and then scour them to see which ships use which armor, which weapons are effective against which etc, there's SO many ships that this is a major undertaking. I started to do it, and it's certain

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Hmm, is there any way to tell what ships in this mod are good at? The descriptions for some of them are rather vague, and trying to guess or judge based on stats is impossible, because some of them have less firepower listed on their tooltip than cheaper ships etc. I did a search but couldn't find anything here or on the swrebellion forums, so I apologize if this has been covered somewhere. edit: to be more specific, what I'm trying to figure out is what

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