[quote who="darkthunder" reply="37" id="2418841"]These days, Battlefield isn't as popular as it once was and that's because the developers of newer titles (Battlefield 2, 2142 etc) have limited modding alot more than it was in the original 1942 title.[/quote]Thats because EA's business model is based on cranking out 'new' games every year or even sooner to replace the perfectly fine 'old' game you were happily replaying with user made mods. For EA extending a games life with extensi
SgtScum
[quote who="crashmatusow" reply="35" id="2418545"]IC could up the hard limits but sins would just explode [/quote]I'm seeing alot of former modders from homeworld here so you really [i]do[/i] want to let them have as much access as possible as they can do wonderous things given the chance. Homeworld was supposed to be unmoddable and to a pretty large extent it was but that didn't stop them from digging in and overcoming tremendous hurdles making some of the best mods to ever&nb
Yay! It's stuff like this that really lets the modders focus on being creative instead of trying to be a crash course all in one development team who has to figure out every little thing on the fly. These are exactly the kind of tools that need to be shipped with a game the developers want a strong mod support community to grow out of and so greatly extend the sellable life of the game. Thanks! =[i][/i])
Great stuff! Love the race specific effects and the new sound mix. As retroboy said above sins just wouldn't be nearly as immersive without this effects pack! I noticed the amount of debries has been cut down and you only see bodies if you zoom in really close after an explosion. Looks much better then the previous one with the big bodies popping out with every critical. Looks like lots of little optimiziations across the board have paid off in this release with much better endgame pe
As long as we are talking about hardcoded limits can we get the ability to make starbases cost fleet and cap ship points? I have an idea for a second ability for starbase constructor ships to let them build in addition to the normal starbase a "SeigeStar" that will wreck your economy, cost a good portion of your fleet points and take ages to build. But once built it will plug a chokepoint system like fully upgraded cap fleet with full planet and support fleet all by itself. Unless o
After converting the mod you need to run the 'manifest maker for mods' on it to get rid of the minidumps.
Success! Now I can change all the starbase max upgrade levels from 8 to 9 and some other modding goodness once I figure out what I to change. Thanks for the patience. [b]=[/b][b])[/b]
Hehe we are just running you ragged tonite. :P Alright so this is what I have done so far. I made a new folder named stardock modding and copied the entire sins game to it along with the mod tools then followed the directions to make it ready for the textbinner to use by deleting the stuff you listed in the orginal thread. Now I open the sinsref.txt and it has the following three lines. C:\reference C:\reference\sins 1.18 C:\re
No success with the newest standalone bin2text converter and I also already had the latest mod tools so it wasnt that either. Ok here is what I am doing. I open the converter and navigate to the main sins\entrench\gameinfo folder and press the buttons to convert it. Nothing happens regardless if I try to convert them to bin or text and no error messages appear.[e digicons]x_x[/e] AdmiralTeridoc you need to make sure the m
Arrggh! I can't get the bin to text converter to work for the gameinfo folder. I select the correct folder and press the buttons but no files are changed. The other mod tools work fine. [e digicons];P[/e] edit: xp home all updates installed
To get this mod to work with entrenchment 1.041 you need to use harpo's mod tools to convert it. Use the mod updater to get it 1.041 compatible then once that is done you need to use the manifest maker for mods to fix the entity files that are causing the mini dumps on those specific ships. Works a charm after that. This should also work for converting any other mod out there to 1.041. Enjoy. [e digicons]:beer:[/e]
Will you be merging your new build with Manshooters latest volumetric mod and vice versa? I really like the effects and gameplay changes you made but sometimes I just want the effects only.
Good Stuff A++ would download again. Especially loving the Carnage™.
[quote who="Teal" reply="16" id="2101371"]It just seemed too much, but if you like, i can resize it to something more "Normal", like the Starbase size and zip it up and you can add it. Anyway, let me know, take care and happy modding!! -Teal[/quote]Yes please and converted over for entrenchment too! I love having an overpowered unit to play with especially if the ai can use it too. [e digicons]:cylon:[/e]
Plz make a version for Entrenchment. [e digicons]B)[/e]
[quote who="Mazuo" reply="1" id="2091332"]As for the first, abilities generally calculate their damage and do their special effects instantly meaning the graphic lags slightly. That's my understanding anyway. [/quote]Yes. Turreted weapons fire in sins is not physics based and any effects you see are simply there for eye candy. Dunno about the missiles though.
Iirc when you lose a research structure then whatever research that depends on it that was already trained is greyed out and any abilities or other items/ships are not able to be used or built. However you only lose the benefits and if replaced you won't have to relearn anything.
[quote who="ZathrosEnB" reply="17" id="2078584"] To this I would answer that the AI should "offer" its surrender, which I could refuse because I want to glory in its miserable demise After that initial offer the AI shouldn't ask again, but I as the user can now demand its surrender at any time from that point onward. [/quote] Hmmm. This could scale very well into a compleatly new game mechanic in that if you refuse a surrender the result is either a red
[quote who="Silfarion" reply="14" id="2078558"]I for one, don't mind it. I hate spending hours upon hours finishing a game when I known I've won beyond a shadow of a doubt. [/quote]I don't mind it either but when the ai had more planets, infrastructure and higher level caps than me and then still surrendered just as I achived force parity then its a bit buzzkillish when you went throught the whole beating back the endless tides of fleets to finaly get to the poin
Might need a bit of tweaking then or an option to disable ai surrendering as they seem to love to roll over and die on larger maps with thier entire infrastructure, planets and fleets completely intact after this latest patch. [e digicons]:([/e]
[quote who="Howdidudothat" reply="6" id="2078243"]If you want to play Sim City, you can just press the "Keep Playing" button, the effect would be the same as if nothing happened.[/quote] I tried that and all the ai fleets just sit there and do nothing. No more production or expansion activity with only the strike craft based out of a hanger defense and starbases reacting to my own fleet. I guess the question is why did I win when the ai had its complete infrastructure a
Been running just dandy so far with zero minidumps and great performance but one nagging thing is that the game ends too quickly on certain larger maps. Was on a huge random map with 4 enemy ai in a single team and 1 allied ai then just as I was about to go on a planet bashing spree in the largely untouched enemy space the game ends and says I won. Culture had just started to creep in to the edges of enemy space with me and my ally beating off the best the unfair enemy ai could muster wh
[quote who="Major Stress" reply="11" id="1955502"]You assume correctly. We are working on 0.03 which will be 1.1 compatable. It "may" be finished by the end of the year, but no promises. There is much work we need to put into it. [/quote]Np please take your time mate. I remember all the Trekkie goodness when you all finally released the first SoA for homeworld and it was [i]well[/i] worth the wait. Btw is Tel' the reincarnation of Dolpheonix? The personality traits are strikingly fa
I'm going to assume that this isn't compatible with 1.1 yet? Might have to roll back to 1.05 though just to try it. (-:
I feel exactly like that after checking on this thread. :p