JasonFJ

JasonFJ

Joined Member # 3399935
18 Posts 217 Replies 26,472 Reputation

Hi Lahire, Thanks for the feedback and glad you're having a blast. I also love that feeling or owning... or being owned(!) by an Imperial Star Destroyer. A couple of my games against the AI I've had 3 star destroyers hyperspace in with an supporting fleet of Carracks and thought: "damn this is going to hurt!". When the main battle destroyers power surge they can quickly turn the tide in a battle. For your naming convention, are you suggesting renaming from "SS Chimaera" to "IM

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If anyone else has problems with the patch please let me know. I always test patches and I can't figure out whether it's my quality control or whether the overwrite of old files isn't enabled by default on some people's PCs. If you have patch problems and can replicate the issue please contact me! Thanks Vampiric and Arisal for responding to this :) :) :)

6 Replies 3,164 Views

Hi all, replies to your feedback: Heinekus ... I'm going to make Manshooter's Volumetric Explosions a permanent part of Requiem. I love the mod, but some of the cosmetic effects were too much (e.g. the missle heads and trails) and breaking immersion so I'm taking some effects out. THis will be in v2.3 release. For those interested you can run Volumetric Explosions in any version... just install the Entrenchment version and make it t

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I suspect I'm going to have to bow to public pressure here and move the Venator over to the Empire. Enjoy it while it lasts, Alliance! As for Celestial Bodies... I've tested this and it works fine for me. I suspect you have the wrong order of mods. It should be (from top to bottom): 1) Requiem - Celestial, 2) Requiem, 3) Celestial Bodies v0.8b As for the interface... well I capitulated on the pure transparent, background-less approach and stuck with just changing making the ma

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This looks amazing and I can't wait to see how it develops and how/if I could possibly merge the "tech" into my mod. I realize this is probably a bit optimistic, but you might want to think about making a generic "formula" for converting existing ships to use your patent. e.g. on capital ships, multiply linear acceleration by 0.25, multiply top speed by 0.5 e.g. on frigates, multiple linear acceleration by 0.50, enable UsesFighterAttack, multiply armour level by 1.5 (etc. etc.

444 Replies 1,002,721 Views

Just_Jim - the Victory II does have adaptive shield, and I was thinking about putting it into the Imperator or Imperial II but I'm trying to avoid repetition of abilities (as you've already noted). Before I do anything the first thing I asked myself is: will this affect gameplay balance? In the meantime, I'm compiling a whole bunch of great ideas over at http://sin.imperial.cc. On a formal note... Requi

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JustJim ... Distant Suns is built upon a lot of different mods and some of them don't really fit the Star Wars universe theme, and my own attempts at balancing the Vasari, Tech, Advent with the Empire and Alliance. I intend to look at Volumetric Explosions by Manshooter at some point though I just merged SinSounds by Gurkoz into Requiem v2.2 and onward. Boeduur ... yes the Imperials do have a signif

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Ah dont' worry about that message... just make sure you download v2.1 and UNZIP it into your entrenchment-1.02 mods directory (there is online install instructions at http://sins.imperial.cc I'm in the process of releasing v2.2 which will fix several issues described above as well as add some new things.

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What I do is go to my user.settings file and change the showErrors=TRUE 9 times out of 10 it gives me enough information to figure out where I went wrong (usually a fail to cross-reference an entity file, typo or left a file out of the manifest). I wish that developer.exe would come out (supporting mesh refresh ingame would be nice!) User.settings is found here: Vista: C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar

6 Replies 4,595 Views

Here is a link to how to install Star Wars - Requiem... but it applies to most mods in how you locate your mod directory, where you copy the ZIP files to, and how you unZIP and enable mods. http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=4 Hope it helps.

1 Replies 3,047 Views

This mod works like a dream in Entrenchment, and works seamlessly with Star Wars - Requiem (there is a "enabler mod" that bridges the different entity and manifest files). I think the days of vanilla sins are rapidly ending... there is so much more in Entrenchment... and most modders (myself including) will probably be focussing their efforts on Entrenchment and newer expansion

236 Replies 786,791 Views

This is truly a mystery, as I haven't fundamentally changed any core files or parameters that might cause this to happen. I'll have to try to re-create the problem. As for the Alliance siege frigates giving 750xp... hmm yep thats a pretty bad typo! I better release a patch soon!

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Hi, sorry for the delayed reply. I haven't really enhanced it any further. As long as the resolution is ok, you can pretty much add additional graphics to the DDS file to make it more deathstar like, and if you do manage to tidy up the graphics I could help you with the putting in weapon/aura/ability etc. mesh points. Reducing the min and max shadow to 0.0 and 0.6 respectively will eliminate the too bright look when zooming out. One thing I will say: I tried doubling t

7 Replies 31,622 Views

Hi all, some answers.... Reliku.. from what you describe you wanted 2 missle frigates then a carrier... and you got "all the missles first, then carriers". Sounds like it's working as intended! Or maybe a typo? Hi Vunda welcome back and glad you're enjoying the Alliance side. 1) The Maria is the battleship, but there has been a lot of feedback that the Alliance shouldn't be about high damage.. but rather high surviviability. So the Alliance has reduced damage-per-secon

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Firstly has anyone actually seen any dev activity or presence lately? I've been reading lots of improvement suggestions but they seem to be garnering no response and I'm wondering whether anyone has any info about what the devs position is on the modding community? Now onto my main question... which relates to the devs because I'm seeking some explanation on how the music system works: 1) Devs.. can we get an-ingame counter that shows current actionLevel/EmtionLevel values? Si

2 Replies 2,244 Views

For it's price it's definately worth it.. normal Sins games aren't as challenging without it. Also, I think it's safe to say that most mods these days are shifting to Entrenchment-only ( Requiem will only be developed for Entrenchment, for instance). I know other mods are also going the same way (SOGE, 7DS spring to mind).

27 Replies 14,127 Views

Using the XQ mesh for starbases is a little tricky, since upgrades to starbases trigger additional mesh attachments to the basic mesh. So while not impossible... it requires quite a bit of mesh/UV mapping which I don't have the time for alas. But where I can borrow from other peoples work I'll use them as they come up (and of course people are free to borrow from my work too). Chris.. the Galaxy Gun works fine for the Empire when I tested it.. try researching all the way through and c

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Jehraud... the unlock is in the Civil Policy research tier... called Mon Calamari Alliance. Vunda... there is some contention as to whether the Empire space station should be anything like a circular death star - it doesn't fit the Star Wars lore. There is some debate going on over at sins.imperial.cc in the Modding section. Personally, I'd prefer a Golan platform mesh for the Empire starbase. For the Alliance... I really don't have a clue at this point. I'm using the

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