JasonFJ

JasonFJ

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

I'm also trying to hunt down some stats on what determines the activitty and emotion threshholds, and understand what determines the randomness of played music. I'd like to be able to force cycle only selected tracks but I'm buggered if I can figure out the logic!

4 Replies 5,339 Views

That would be awesome kyogel... I'm not a particularly good graphic artist and modeller anyway! In the meantime, as stated I've uploaded the work I've done on the Death Star to help out in the meantime. If you get close to finishing off your Death Star mod, I'd be happy to tweak it (set the hardpoints etc).

827 Replies 2,305,173 Views

My meshing and texture skills are far too inferior to take my Death Star mesh any further, so I thought I'd upload here what I've done and hopefully somebody more skillful can take over from where I've feebly left off :) Kyrogel12... maybe you might find this useful... or anyone?! Here is the ZIP of my Test Factory. Install this mod, and crreate a Tech Light Frigate to see it. <a title="http://sins.imperial.cc/JasonShipDev.zip" href="http://sins.imperial.cc/JasonShipDev.z

7 Replies 31,623 Views

I know what you mean about fear factor :) I built in some natural fear factor to the star destroyers by giving them an outright damage bonus against all other races. Trust me, when a Victory-class star destroyer performs a power surge and opens up with all it's turbo laser turrents youll be wishing you were on Naboo rolling on the grass with Padme.... ... *cough* but I digress. Alas, the Executor super star destroyer won't be appearing in Requiem. For that you'll have to keep

827 Replies 2,305,173 Views

Thanks for all the positive feedback! To be honest, I write Requiem a lot around my own idea of player enjoyment... so there has been a big focus on getting out visuals first and then refining the research trees a bit later. Having constant feedback from my beta posse (Goafan77 and Warmaster) and the rest of the forum members here greatly influences the speed and content. Ah yes I've put down the missle research bug in a hotfix that is immediately downloadable - I played a ful

827 Replies 2,305,173 Views

1. Customizable capital ship names for extra races 2. Developer.exe for 1.03 3. A decent conversion tool to take existing .mesh files into .3ds and back again (boo 3DObject convertor for charging money). Or convert existing meshes to any format readable by XSI or 3ds max 4. Allow abilitys to use beam weapons, not just projectiles (let my tractor beam have a decent effect grr!) 5. Some basic scripting ability 6. More random events (planet

193 Replies 504,029 Views

This is an interesting discussion, given that I just did a massive re-balancing exercise of my new Alliance/Empire races against the existing Tech/Advent/Vasari races. I would probably be more inclined toward Exponential. I like the idea of specialization/experience in capital ship's chosen abilities. You could face a capital ship carrier with very strong regen abiliies... and then another one that has very strong strike craft. It adds a big random element to the game and enco

11 Replies 8,749 Views

HI all... a couple of things in Requiem 2 that might be useful to SOGE: a concussion missle .particle. It uses a new graphic and can replace the conventional travel effect of missles. a proton torpedo .particle. It also uses a new graphic and can replace convention Tech bombardment missle travel effect. I've also added a blue_laser_travel effect which I think looks better than the existing SOGE blue laser (it's a pirate laser that I've color re-balanced and

1,730 Replies 4,137,562 Views

I've been pretty much inputs from as many people as possible as to selecting the right roles and abilities of the ships in Requiem. Of course when it comes to ship design/meshes I'm totally following EvilJedi's lead. Having said that it's good healthy discussion to raise different views on thing in order to improve where possible. In the meantime.... v2.0 of Requiem is formally released (see the main text of this post, or

827 Replies 2,305,173 Views

As Eviliron said, if you look at the text version of the particle files you'll notice that they reference mesh files or graphic TGAs. Meshs can be re-sized (using the resize tool) and graphics are easily enough done in Photoshop or Gimp. I've just created new particle effects by copying existing files and simply reference different meshes or TGA graphics.

4 Replies 7,477 Views

Which reminds me, I need to release a mod update to allow Celestial to run with Requiem v1.7 :) Sounds good Kitsune.. hosting services make a big difference to mod enjoyment and luckily I have access to a good hosting service (Bluehost for those interested). In the meantime, I'm working with Warmaster and Goafan77 on the final touches in the closed beta of Requiem 2, which includes the Alliance side fully balanced against Empire and other existing races. I'm aiming to release

827 Replies 2,305,173 Views

Hi Teal, I also tinkered around with this concept and basically doubled or tripled the mesh and gravity well of certain planets using the resize pool (linked off my sins.imperial.cc site btw) It worked quite ok for planets... But when I increased the mesh size of the existing 4 sun types (yellow, red, green, blue) and the corrosponding minimum navigation and hyperspace jump points I found the grid detail would go off the scale and I'd get really really laggy when I zoo

31 Replies 82,622 Views

Yup, you're right. Need to delete the second instance of the research.. for some reason it never occoured to me that Tech and Vasari would have their planet acccess research in different sections! On the beta site I'll provide a fix for it (just needs one small file replaced).

827 Replies 2,305,173 Views

Stimson... I just started a new game and there was no problem, so it's probable you are playing an old saved game. With the research tree enhancement, all saved game existing ships lose their ability. You could try making new colony craft. Can you confirm this is what is happening to you? Vunda... lol I'm not sure where you are seening SS Ownage, but it's not in the mod I made! As for use of Tartan and Carrack ships, it's the opinion of two SW EU fans that they do fit... there whole c

827 Replies 2,305,173 Views

If I could get a properly textured Death Star mesh (preferably with nice alpha and specular channels in) I would gladly include this as a starbase mesh! As for research trees, I've just released the 1.7 final release candidate for Requiem (it's on http://sins.imperial.cc in the Modders forum for download link). It includes some changes to the research trees (Tech Policy replaced by Vasari Oppression resear

827 Replies 2,305,173 Views

Just to clarify... there are Weapon definitions in every ship/starbase entity file (sounds, muzzle effects, travel, travel speed, damage type, fwd/back/left/right direction, # of targets, weapon respawn/fire delay etc etc) that differ from ship to ship/base, and can selectively use different combinations of effects/sounds on a per weapon basis. On top of that, you have the Weapon points defined in the mesh (wireframe if you will) of the actual ships... they define where the Weapons you've def

9 Replies 5,656 Views

Thanks for the positive comments, Kitsune . I actually have a site that I maintain and can download from - http://sins.imperial.cc and having wandered over to your site I notice that the download links are at v1.1 (it's currently at v1.6!) which highlights the issue of having multiple hosting areas. I think it might be better to simply link your site to mine... and have yours act as a mirror download (I

827 Replies 2,305,173 Views

I wrote an installation guide for Star Wars-Requiem that is actually writtten for Vista (but the same principles apply no mattter what OS you are on). Here it is for reference: http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=4

6 Replies 1,621 Views