SivCorp

SivCorp

Joined Member # 3485114
3 Posts 794 Replies 1,351 Reputation

Wow, didn't expect the can of chicken feed I opened up [e digicons]:-"[/e] But yes, I say Draak has it right.... the modern chicken came from genetics, so the chicken came first. (not to mention I'm a believer in Creation, so that helps too. No hard feelings there Stant [e digicons];)[/e] ) And I'll get on that scouting party "el Pronto!"

53 Replies 149,589 Views

I think I'll work on a map of the constellation I am in for the DS story. The constellation is the Trinity Constellation. It contains the following systems, controlled by the following factions... Mercavica - Sivtherum Proveva - Sivtherum Antynene - Red Dragon Army Tarkunus - Monta

53 Replies 149,589 Views

[quote who="BFroberg" reply="590" id="2714654"]Looking forward to the changes. Why the less-dramatic reductions for TEC and VAS though? Aesthetics?[/quote] Yes, the TSOP is designed to not influence the look and feel of the game. That is why the planets and skybox were returned to default. And yes, all players need the mod and any addons to play. The bug fixing gave it a check sum at version .02 and on.&nb

1,134 Replies 2,246,934 Views

@ myfist0 ~ Shhhh! They don't know yet that all their base belongs to us [e digicons]:X[/e] [e digicons]:rofl:[/e] The advent mines are done now too. They were 691 Faces, reduced down to 194. I have sent these files over to Major Stress for implementation into the mod. So the mines have been reduced as follows... Tec 1582 -> 624 = 60% reduction Vas <p style="padding-l

1,134 Replies 2,246,934 Views

@ BadTune ~ Who says I haven't snuck anything in already [e digicons]}:)[/e] @ Xalderon ~ I could substitute a very basic sphere in and just overlay a texture.... I'll let Stress decide if he wants to have that option available. We'll see once we have done some "no mine" testing. UPDATE: the Vas. Mine is done. Reduced from 1008 Faces to 448. Still maintaining the overall form of the mines too [e digicons]:thumbsup:[/e]

1,134 Replies 2,246,934 Views

OK, here is an example of what overdoing details looks like.... [IMG]http://i212.photobucket.com/albums/cc118/oSIVo/Sins%20Clips/MineOptimum.jpg[/IMG] The closer mine is the original, and the one behind it is the optimized one. The original is 1582 faces, the optimized is 624. I had to redo most of the UVWs too.... that took way too long... I love Ironclad's artists and modelers, but the project lead sh

1,134 Replies 2,246,934 Views

[quote who="wbino" reply="567" id="2713945"]Sivcorp Your saying as of the current version I can play all Mods at what level and not have to worry about the 2 gig crash? I'm sure I'll enjoy all the benefits of your hard work as soon as I'm done wrestling with SOGE. Two questions.. I love the smaller scale of the ships in SOGE. Do smaller ships take up less ram to draw than a bigger cousin? Did anyone fiqure out to dock SC when no enemy's a

1,134 Replies 2,246,934 Views

[quote who="wbino" reply="563" id="2713856"]I thought the basic idea of this mod was to keep things simple, to run Sins better. But now your adding add- ons? My opinion is this game is splintered enough. just my opinion. I'm watching, waiting for the final results, before downloading and testing, but you keep adding stuff. [/quote] Understood wbino. I'm sure Stress and the rest of us are not looking at getting too much into this.&nbsp

1,134 Replies 2,246,934 Views

[quote who="myfist0" reply="547" id="2713294"] We need a formula for the strike craft. We can mix the cargo ship reduction with the strike craft reduction or separate? Separate add-ons for TSOP or inter-grate?[/quote] I'm gonna crunch some numbers on this and see what may work better.... and lets see how strike craft abilities would stack with it too. I would suggest having a unit reduction mini mod with

1,134 Replies 2,246,934 Views

Sorry for the lack of update and such.... I've been on a much needed vacation this past week. Good to see that .07 has come out. I'm looking forward to checking it out and seeing how much improvement I get on my test system. Now back to optimizing some meshes [e digicons]:thumbsup:[/e] Oh, and nice website!

1,134 Replies 2,246,934 Views

Good to see a collective place for the finished parts of the mod. Looking forward to the finished product. (and make sure to add the Sins Optimization Lite Project to the mix)

66 Replies 51,873 Views

You could make the rings an upgrade on the base. The 3 levels of upgrading could open up the rings to full potency [e digicons]}:)[/e] Good concept! [e digicons]:thumbsup:[/e]

9 Replies 7,560 Views

[quote who="Syneptus" reply="140" id="2683627"]I was thinking more along the lines of SOME of the mines, not all. I was also thinking that you should get rid of the SC magnetize effect if making it an AoE ability interrupt.[/quote] I disagree on both points. I think vision of all mines is fine, You still have to have a fleet there to take them out. The point of Magnetize is to get rid of strikecraft. If it doesn't destroy st

198 Replies 67,218 Views