Replying to boshimi, definitely this and Infinity are two things I've been eagerly anticipating for a long time now. [e digicons]O:)[/e]
Xarchon
The mod is not dead. Check the moddb site for the most recent news.
For those of you who check this thread/forum regularly looking for signs of life, you may want to check out the ModDB page for this mod, as Manshooter gives updates (at least in the sense that we generally know what is going on) there more frequently. The Last Stand - ModDB
Looking good as always! Can't wait! Or.... I guess I can [e digicons]|-)[/e]
I got the DBS to work in game after converting, but kept getting mini-dumps after about a half hour or so. I could rely on saves and keep playing after restarting the game, but this obviously caused a lot of back-tracking. If anyone can confirm that this works with 1.041, then I've done something wrong and can try converting it again, but as of now I think it may be a bit broken and we can only wait for the update. [e digicons];P[/e]
You can also get trial versions instead of going the torrent route.
Like Draz said, we're all just waiting expectantly. [e digicons]:sun:[/e]
One thing I might suggest for turrets is increase their tracking and/or firing speed but maybe lower damage. I always envisioned them as the Point Defense for anything but a capital ship trying to get close to your planet/buildings, i.e. siege frigates and light cruisers. I don't really think they should lean more towards fending off capital ships, as defenses should be for combating a wider range of ships, which will be frigates/light cruisers most of the game. <p
[quote who="ManSh00ter" reply="1" id="2258400"] It takes approximately six minutes to create a powerful shockwave guaranteed to wipe out the entire sector. While the minor shockwaves emanating from the tormented space-time in the center of the structure are potentially deadly to any ship, a determined fleet has an option to try and take out the behemoth before it can obliterate them - a timed race with only one possible winner.[/quote] So... can enemy fleets retrea
You could also try in this thread which details the Urban Expansion Mod similar to Sins Plus (I think it expands upon the base mod Uzii made in the first place). Also, the author XselenS will be releasing it for entrenchment in the near future, so he should know a bit about compatibility and modding planets for entrenchment if you want to find out more. [e digicons]:)[/e]
Like others have said, keeping it on a hard surface can cut your temps quite a bit. Also, an external cooling pad (pretty cheap $10-20) can cut your temps 5-10 degrees (Celsius). Some come with usb or power cord, some don't. Speaking from experience, my first laptop fried its 8600 GO GT (256mb) before I could save it, sadly. That was about two years ago. Since then I've invested in a cooling pad and heatsinks if things get really hot. So just a warning,
I'd send a PM to Manshooter . He's the best modeler/texturer on these forums as far as I know. [e digicons];P[/e] I'm digging the shadows on that octopus/chthulhu/whatever ship, hah. It looks very lovecraft-ian.
I'd love to see something similar to the war, i.e. early german ships are by far and away inferior to other races (mimicking their poor quality tanks compared to the russian t-34, and even france to an extent) but they are strategically more sound... but I'm not sure what bonuses could represent that exactly. I'm glad you're not doing the classic "archetype" model that most games tend to throw their races into though. A fluctuating power struggle tech-wise would be awes
Apparently the original "Doomsday" machine was supposed to be bristling with all kinds of weaponry (in order to make it *look* the part no doubt), so there you go... ideas abound. [e digicons]:P[/e] The Remnant sound pretty cool for the reasons you mentioned. It's really too bad we can't get turrets to pivot/swivel and track targets. That would really bring out the epic level of battles already enhanced with the re-introduction of the Z axis and super-massive scale bat
That wyrm looks awesome, heh. Not sure if this was asked earlier, but are you planning on making any of the capital ships like modern day warships, i.e. with point defence, medium, and large armaments? Or are they all going to pretty much have specialized roles like the rest of the races? I always wanted cap ships to at least have some PD but the only game I've ever seen do that well is Freespace [e digicons]:|[/e]
Well when you look at the intro movie and some of the history in SoaSE, you notice the Vasari were in decline and on the run from someone or something... perhaps the Xin have our little lizard friends spooked. [e digicons];)[/e]
Your spotlight movie is down. And this thread could use a friendly bump. [e digicons]:-"[/e]
For those of you having problems getting the ships to act more dynamic, how did you install the mod? I'm assuming you have it installed in your Mods-Entrenchment folder and not the original Mods folder since some of you can see the volumetric effects but not the dynamic ships? Did you try putting the files from the .rar into a seperate "mod" folder and treating that as a mod? Currently I have Volumetric Explosions installed and this mod installed on top of it, but in seperate folders,
One relatively easy way to balance powerful new races with the original three would be to increase the fleet capacity required to build their ships... kinda like in Company of Heroes where if you don't have a high enough population cap you can't afford the larger manpower intensive units (akin to requiring fleet upgrades). Although in theory effectively limiting the amount of units they can have compared to the original three races would probably be contrary to the idea
Nice to see you back Cybdevil, and nice to see work being done on this again by the modding community. Definitely one of the higher-quality mod projects out there.
I have a question that may or may not have been anwered somewhere in this thread ... I've been watching it for awhile but my memory isn't the best. With the introduction of Titan class ships and other late(r) game structures and/or units (especially after the first release and you start thinking about incorporating Entrenchment), have you put any thought into late game technologies or abilities? I think Sins has a very "balanced" late game, but no
Hey ManSh00ter, long time lurker first time poster here. I finally thought it necessary to post in this thread simply because this is by far one of the best mod projects I've ever seen, and that includes anything from Half-Life to Civilization and the Total War series... all great communities with great mod projects past and present. I'd have to say however, that this mod stands out among most I've seen in that the release necessitates completion, and for that I must sa