ManSh00ter while you're at it, could you please invent FTL travel in RL. Look forward to an update I lub this mod!
JasonFJ
I loved X-Wing vs Tie-Fighter. Made a whole lot of my own campaigns with the built-in editor. One of these days I'd love to see a "campaign" editor in Sins allowing you to write scripts with "triggers". e.g. take over this planet and the AI spawns x fleet that attacks y planet. Ah, I need to write a wish-list for Ironclad. Thanks for the bug report... if you could post futur
I never played Empire at War.. but it's good to hear that Sins and the modding community can put out something better than a commercial game :) I've just released Requiem for Diplomacy Beta 1... it only has the Empire in there but you'll be pleased to know that I'm going to maintain a separate Requiem mod (that runs with the main one) so that no more PipeLine issues occur in the future.
I will definiately have a play with this... looks like an epic piece of work!
Anyone notice that the Planet"xxxx".dds files are the same as the vanillas?
Well i took the plunge :) Interestingly, my first big bang had too much instability so I ported over the code bit by bit. Lot of redundant crap was taken out. Almost there...
WB Grunt Here is an old VB executable that I still use for fast mesh re-sizing. Convert your meshes into text format first and then off it goes. http://sins.imperial.cc/show.cgi?id=sins&a=view&f=3&t=10 The original coder has a post somewhere on this forum - maybe worth hitt
I can't believe I'm asking this question... but(!) how do players view planet bonus descriptions in game? For the life of me I can't figure it out! e.g. StringInfo ID "IDS_PLANETBONUS_DENSECORE_NAME" Value "Super Dense Core" StringInfo ID "IDS_PLANETBONUS_DENSECORE_DESC" Value "The extremely dense core of this planet causes it to have an extended gravity well radius." &
Change it to something else, "PipelineEffectsFTW" or something. If you're still stuck, head over to http://sins.imperial.cc where you can get more support (this thread isn't check that often and there is a full support forum over at the website).
I'll sort that out during the Diplomacy conversion.. I've been meaning to overhaul the Pipeline effects with the latest updates from ManSh00ter .
It's probably going to be a few weeks, and released as a Diplomacy version. Planning to rebuild the mod from scratch using vanilla Diplomacy, just holding off for a while to ensure the major bugs and format structure is stable first.
Ok I see what you mean.. the HyperspaceChargeUp.particle defines an x offset of 700, and each Player(Race).entity refers to the same HyperspaceChargeUp.particle file. Hence, all ships in a race use the generic HyperspaceChargeUp.particle which is set to be 700. Hence, if you have a ship with a mesh greater than 700 the hyperspace charge up particle effect spawns inside the m
So you're saying that the mesh offset from center (rather than the "center" entry in the mesh file) determines the hyperspace charging particle effect location? All the meshes I've played with are centered at 0,0,0 when using 3DS, and still somehow manage to generate the hyperspace charging particale at some positive x offset (e.g. 0,0,1000). Let me dig up a screenshot of th
I totally agree with the dozen posts here stating that the pirates should be disruptive, not destructive. Destroying moderately upgraded starbases? Destroying the entire population of a planet? Defeating AI fleets? Allowing players to defeat AI players by proxy?
So I've been thinking about whether I should port Requiem from an Entrenchment only mod... and make it run (and only develop) a Diplomacy version. I guess the question is: what do you all think of Diplomacy in terms of it's popularity with the greater Sins playerbase? I've only played 2-3 games so far, but the pirate imbalance issue seemed to make it quite unpopular. <
Hi all, This could be a combination of brain freeze or overt laziness... but either way I'm trying to figure out how to control where the hyperspace particle effect appears. For example, a capital ship begins to phase jump.. and the swirly blue particle effect appears just off the front bow of the ship. Where do you determine the
Just uploaded v2.8, with 12 new sound themes, customized hud and mainview icons for all Imperial and Alliance ships, and a fully revamped sound entity that maximizes the play of all 22 theme music. I've been having some awesome games solo and I think the music and icons really adds to the immersion. Goa... just ignore the nasty posts and lets keep the support on sins.imperia
What I really wish Stardock would make was the ability to also populate gravity wells with specific ships and customized names. So you could simulate as much as possible actual battles. A Campaign option would also be nice, so that these scenarios could be run in sequence... <span s
Hi all, As the post says, looking for a volunteer to create the small hud icons (the left hand hud menu) and the mainview icons (the ship icons that move around your screen when you zoom out). All you need is Adobe Photoshop or Gimp, and a bit of patience to draw these little ship icons by hand (they are only 22 x 22). I've alread
Head over to the website site for support :)
Entrenchment v1.05 is now supported, as usual drop by http://sins.imperial.cc for the downloads and install instruction. Thanks to Goafan again for doing all the file tweaks and re-packaging to get it up and running! For those wondering about Diplomacy support.. I'm currently playing with Diplomacy and see
When I introduced new music themes into Requiem , I simply copied the Tech entity file music definitions (including their action and range values) and simply replaced the name of the track. This was the only way I could reliably get the right music type to play at the right time - and yeah the action/range values are obscure to say the least and after a lot of tinkering I never real
v2.7.1 patch has just been updated to http://sins.imperial.cc . Changes for those interested: Dreadnaughts now use turbolasers not proton torpedos (anti module) Star Destroyers have had their shield render turned off Added several graphics
The v2.7 patch is already up (for those who have v2.6.x already) and the v2.7 full release is uploading as I type this. I have to take my hat off to GoaFan77 , Moguta and Whopperdom for their absolutely mind-blowing contribu
Unfortunately I've also been far too busy with work and helping with keeping Requiem evolving, so I only hope that some of the work done in Requiem has helped or inspired something in SOGE. What I would like to add to this thread is 3 things: When developing a mod you need to be able to accept both positive and negative criticism. People don't normally post stuff beca