Orciencor

Orciencor

Joined Member # 3356063
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I'm sure I'd wonder the same thing, though I can't tell which limit it is. (I remember seeing it with ship type counts for the pirate raids, though. Kinda sucks to have that one limited to 5, and you want to keep all their current stuff, and add a few other types just to make those later raids actually something to worry about.

8 Replies 9,111 Views

Well, if you haven't already, I'd probably just suggest looking around through the existing mods that have custom/new models in it and find one you like. (3d object converter is a nice little prog that can view the models for you, if you don't already have a model editing prog.) I also wanted to do this myself at one point, but couldn't actually find any ships I liked at the time, so did go about making my own. Although all I did in the end was import existing ship models and alte

11 Replies 3,027 Views

Hehe, yeah, they error actually does say that just about anytime you exceed the hard coded limits. It is rather amusing to see. (And then you curse mildly about having to alter whatever it was that you wanted more things for.)

8 Replies 9,111 Views

Yep, no showroom. But heck, it's not like you can't just start a thread for that very purpose. Or just turn this one into it.

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Randomly bringing and old topic back to life. >.> So, if the Advent starbase is the ring, and the Vasari is the plug, does that make the TEC starbase the lampshade?

331 Replies 1,001,107 Views

I believe they just entity files for the little pips that show up in the horse-shoe icon around planets. The thing that shows a rough estimate of how many of ships and modules are in that gravity well. Unfortunately, they are NOT for the pips on the empire window (I know only because one little mod I had merged with another removed those, and it took me forever to find them to put'm back. Those four files did NOT help with that in the slightest. Heh.) Not sure on the p

1 Replies 3,058 Views

Well, I can't offer any suggestions on the export times. I don't use 3dmax, so just don't know what's up with that one. I actually use softimage xsi for what models I've played with, and it takes at most a couple minutes. When it comes to the textures, this thread may help you a bit with working out what may need changed where: https://forums.sinsofasolarempire.com/162482 Although I obviously don't know if you've already read it, or other threads like it. I've

25 Replies 8,785 Views

soasertsus, Though I can't really try it myself at present, I don't *think* there should be too much difficulty back porting the Celestial Bodies planets to 1.05. I'm not sure if the size variations would be a problem, but I don't expect they would be. The meshes and textures should probably be non-issues for the most part. May wanna compare some of the 1.05 planet meshes to the CB ones just to be sure they're similiar. It's the entity files where all the fun i

495 Replies 1,060,076 Views

There is someone else doing a B5 mod, or was doing it. The thread for it became active again recently, but I'm not really sure what it's current status is. In anycase, it shouldn't be too hard to find, so I'd suggest speaking with them. Together you and they may be able to get the mod(s) rolling a lot faster. And if nothing else, I'm sure you can find out what problems they had run into that caused them to put their B5 mod on haitus, so that you have an idea what you'l

159 Replies 448,226 Views

Well, as I had said, so far the only file type I found that worked without registering was the .slp (PRO/Engineer Render). But I was also trying purely what both Softimage and Blender could support, and I stopped on that list when I found one that worked (in this case, with Blender.) Blender, btw, is a free modeling program. How good it is exactly, I'm not sure. I haven't really tried to figure out how to truly use it. In anycase, as for how to do it. Y

5 Replies 4,392 Views

Yeah, this one's a nice little free program. The only problem with it is that it does not convert to .xsi without being registered. But, after some of trial - going straight down the filetype list - I found that it the .slp file is readable by Blender, which can then convert to .xsi. (Although if you know how to work with Blender (I don't at present), you can skip that last step). It's a bit of an annoying multi-step process, and somewhere during it (i'm not sure which

5 Replies 4,392 Views

I believe it stacks, though it may have some loss overall, or there may be a cap to it. To be honest, despite that I'm one who enjoys deliverance spamming massive galaxies for amusement, I've never really watched to see just how much it effects. Although I think I've noted a -500% to enemy culture at one point. Heck, I've even wiped out entire enemies without ever firing a shot from my fleet. (Note, *HUGE* maps, so lots of free time and money to build numerous of thes

30 Replies 116,575 Views

Well, there's always mods! I've seen a few with Dreadnaught and Titan (or even above) class capital ships. Some of which are nifty and frighteningly powerful, some of which are kinda ugly and meh. I'm sure with some playing around with it you could create the ship you're looking for. Or it may already exist out there in someone's mod. In the meantime, I might suggest trying something like the RealCaps mod, though. I find it a rather nice one, and it

13 Replies 13,611 Views

Been thinking about this idea myself recently, although I had been contemplating coming from it more along the lines of the Home-world upgrade. So the position would be a replacable one, but you could still only have one. Well, with a 5th ability slot on caps now, we do have a convenient place to put it as a buff. Although I'm not sure how possible it would be to keep that Flagship tag regardless of level compared to others. Perhaps better to have some sort of particle

25 Replies 16,627 Views

I've looked at this myself of late, being somewhat interested in toying with it, but I've only found 3 types listed for each weapon type. Those being CAPITALSHIP, INTERCEPTOR, and BOMBER. Does anyone happen to know if all existing ships/modules/etc fall into one of these three catagories, or if not, what the other catagories are to add them to the list? Unfortunately figuring that out has been less then an intuitive process, especially considering there are no Interceptor

4 Replies 4,158 Views

Another thing that's being over looked is the regeneration rates of both hull and shield points. Personally I've always felt that the Vasari caps were built with more of a focus for survival over damage dealing (which fits along with the whole fleeing forces over reigning rulers sort of thing). But the Vasari as a whole have a generally higher hp regen rate then TEC or Advent, which does make them harder to down. (And man have I seen them survive some insane amounts o

63 Replies 58,168 Views

Honestly, I would have to say I'd love to see a campaign as well. While the game clearly doesn't *NEED* one to be good, I just happen to like stories and would like to see a fully elaborated one (beyond the intro vid) for this game. And, of course, the mapping support to create our own for others to play through. Something, I expect, is actually a pretty tall order in truth, but I'm more then patient enough to wait for one to come out. I'll just continue making

32 Replies 72,433 Views

I'll have to agree that the Deliverance Engine actually isn't as useless as it may seem. No good for single direct attacks, of course, since it's a support weapon as pointed out. But a friend and I have also found some entertaining ways of totally screwing over opponents with them. It usually only works really well on large maps, though. But building multiple cannons on 'backwater' worlds and firing them all off at once into an enemy's territory can have some massively

16 Replies 31,934 Views