I also like the Vasari. Very nice work [e digicons]:thumbsup:[/e] I like superships, but Sins doesn't need them, it just needs a little more gusto to the existing caps. The Vas Carrier is a good example, I want all caps BOOSTED to that level, not nerfing the Vas Cap (who's name escapes me...) And the only new race that could be added is the Darkness chasing the Vasari [e digicons]}:)[/e]
SivCorp
Too bad, but I guess all great things must come to an end. Here's to you Witchfire [e digicons]:beer:[/e]
Still playing my SimFarm from 15 years ago (emulated of course) [e digicons];)[/e] I love great graphics, but they will always age. I liken it to cars - a great looking car is good, but if the engine is dead in 3 years, too bad. I want a classic that can be run till I'm 65! And I don't think todays modern view on longevity of games is up to par. To much "razzle dazzle"
I like this storyline. Keep it up [e digicons]:thumbsup:[/e]
The community has been the "beta testers" for the entire game's life. (Which is a GOOD thing btw...) One of the big problems is countering rushes and "easy" multiplayer wins. I don't remember which patch it was (any pros remember) when the scouts got nerfed. Raging Amish proved how that could effectivly nutrilize the early lrm rush. Now the things rushed are captials... which I suppose is a nice break, but at what cost? The community wants this game to
Yeah, from the looks of it the biggest problem is with normals on this. Those tricky bastages [e digicons]}:)[/e]
#4 is what they are doing in my opinion. Multiplayer REALLY needs the Optimization Mod and a player balance mod. I would be willing to work on them (I already am working on the Optimization project).... but the community needs to help support it. Maybe start tagging games with SOP to get them to get the optimization and PBM for the player balance mod (once it is made). Seriously, if the community wants it to change, then THEY have to initiate the c
This will help myfist, Thanks! [e digicons]k1[/e] So how soon on the Maxscripts???
My apologies on not getting much done this week, I've have a strained wrist and am letting it heal up a bit. I will back to it very soon. Thanks all for the patience.... [e digicons]:sick:[/e]
Mmmmmm, "the stack" [e digicons]:dur:[/e] I love the stack in 3D studio Max. I do all my work in the stack, if possible. Then just collapse it when I am done. XSI looks like it requires alot of pre setup to get it to work similar to max.... me no likey.
I look forward to the 3D Max script. It should make model design so much faster for this game. Then maybe I can optimize a few peoples mods for some epic battle scenes [e digicons]:thumbsup:[/e] And good work Fist! I've never been much of a code junkie.... I'm an artist, and don't care much for the programing end of things. Enjoy that 30 day trial, it is a fun program. I've done 4+ years of schooling on it and majored specializing in 3D an
Its never a fail if you learned from it [e digicons]:thumbsup:[/e]
*bang bang* [e digicons]:banhammer:[/e] Well now I'm gonna have to redo the UV maps.... fun. I love the detail the Devs gave Sins, I just don't see how no one looked into the big picture. 3-6K poly ships and structures that get duplicated over and over? Maybe I should look at getting a job in the gaming industry, cause the building industry is drying up fast...
The problem is being worked on in another fashion... The Sins Optimization Project [e digicons]:waaaa:[/e] Once the major parts of the game are optimized, I'm sure all the modding teams will incorporate the improvements in this mod. That 2 GB Ram wall is being
Thank you sir! My next target will be on structures and starbases. Lets keep it rollin' [e digicons]|-)[/e] Edit : Or maybe on constructor ships.... The Vassari Constructor is 2395 Faces?!? Each planet gets 3 right? So on large maps thats.... TO MANY! I'm going to start with these little buggers first.
I think a community patch is a little early. Let the devs have a little more time to work on it. They have been busy with Elemental right now. Once the next patch comes out, that will probably be it, then the community can work on a mod - IF NEEDED! [e digicons];)[/e] Hopefully they can get it even closer to perfect balance.
Well, so far it looks like 3 for NO's, - add me to that list of No [e digicons]:rofl:[/e] Learn the hard way, lose some games - or just watch some replays.
No prob. Glad I could lighten the load, on you and the game engine. [e digicons]:thumbsup:[/e]
Then came Hope.
I finished UV mapping the Advent trade ship. It has been sent to you Major, and can be included in the next update. So total optimization for the next update should include - Textures Skyboxs, Planets, Suns, Starbases, Strike Craft, Trade Ships, Mines Meshes Trade Ships, Strike Craft All
Interesting... I'll have to look into sketchup then [e digicons]^_^[/e] I still prefer 3d max, but that isn't exactly free.
Hmmm that works for models, what about the nulls? - the effect roots, weapon points, ect?
Supcom and Sins are compleately different. Each shot in Supcom can miss, only strike craft miss in Sins. There are far more ways of winning and losing in SupCom. The economy is the only thing i would consider more complicated in Sins. Terrain navigation alone makes things much more complicated...
That was a good replay. That poor teal team didn't expect the red button... and that's what turned the tide. I didn't think Blue was going to make it. That darn Bomber spam of the Vassari seems difficult to counter... but you all did it. Nice! And it was nice to watch with the Optimization mod on.... no lag at high speeds and high strike craft counts [e digicons]^_^[/e]
Thats why I like working with Ironclad.... they accept their flaws and strive to fix them [e digicons]:inlove:[/e]