[quote]7zip for diplomacy expansion didn't work for myself[/quote] Can you clarify? Was the 7z corrupted? When did you download it? In fact you must of downloaded in a couple of days ago. As I said before ... "Re-uploading files now ... will make download links available when transfer integrity confirmed." The 7zip version of Diplomacy Expansion works ... I tested it as I write this.
soase-maelstrom
Integrity of files (R3) in download links verified ....
Hi zerokewlz , Thanks for the detailed feedback. Not in front of my home PC so can't check certain things. However, the following setting is causing your crash ... [quote]Every graphical setting to highest at 1920x1200 ( yes i have a high end comp )[/quote] I'm not sure if your familiar with the
Filezilla (FTP client) corrupted uploads for most of release 3 files. Re-uploading files now ... will make download links available when transfer integrity confirmed.
[quote]OH DAYUM!!!! THE ALLIANCE IS SO MUCH BETTER!!!!! LOVE THE NEW STRUCTURES!![/quote] Spotted those particle effects problems you noticed in R2 which were fixed for R3. Thanks again.
Sorry guys and thanks for the feedback. I'll check it out. Using new FTP client software. It takes a hell-of-a-lot of time to upload all the files (12) and though I normally test them individually (download them again) this time I didn't.
Maelstrom release 3 is available ... see links above.
All 12 files (standard+expansion in zip and 7-zip ) for release 3 are uploaded to the Maelstrom website. Just capturing and updating images for the website.
[quote]personally I use the log file method. it is an option in your *user.setting files, the line probably reads LogOutput FALSE just change the false to TRUE. and just to warn you IT IS case sensitive and NEEDS to be in UPPERCASE with a SpAcE between the LogOutput and the TRUE. harpo[/quote] Personally I have never got the log file method to work for Diplomacy.
[quote]I recognized many small changes, like the trade ports for alliance taking 4 slots like other races. I see this a little sad, it also reduces the differences between races. I wonder if there is no better way for balancing? Giving the a disadvantage instead of reducing the original bonus?[/quote] Actually the TA's tradeport has a baseIncomeRate twice that of other races and twice as many trade ships, i.e same as always but you don't have to build two structures. In fact it is now
Would I be correct in saying that you are playing Maelstrom for Entrenchment, v1.051 , release 3 Beta (added 4/12/2010)?
Hi Quiet_Man, [quote]I'm playing a little the Norlamins. I find them very slow at the start. The alliance has powerful ships at start and the crators get quick bonuses on minerals. The norlmanins research has many levels for small bonuses. [/quote] Reply #574 Reply #570 The above replies follow your feedback, later in the game they suggest the Nor
[quote]Thanks, modders unite! or something like that.[/quote] Nothing wrong with that! [quote]From my tests the AI will build 5-6 capital ships and lots of frigates. Even with increased stats unsupported capital ships die pretty quickly (just takes 50% longer [/quote] Yes something which I mostly see. Quiet_Man has noted that even with huge resources the AI spends its money on frigates and research ... and send caps on 'suicide' missions. [quote]My core mod foc
[quote]I was thinking specifically of the windows and overlays all having the Tec look and feel. I agree though it's a bare minimum to have good research buttons, icons and voices to make the race distinct. I'm nearly there with the Plague race, just need to finish the structure models and add in the voices (already have the script layed out).[/quote] Look forward to seeing your work. [quote]Yep, I've read all the posts in this regard and didn't want to have the same issues. M
[quote]If i good understand, your mesh is somehow a scaled up shape of your model, it mean a lot of poly... all fx are in fact shader/particle thing... sins engine have a max around 50k triangle by model... it mean that model, shield and all particle effects for a model cannot be over 50k tri together...[/quote] To make low poly shield meshes you might like to consider the tool http://www.mootzoid.com/html/Xsi
[quote]I tend to play a mix of both. Zoomed in for micro'ing targets and zoomed out for empire control.[/quote] What targets do you typically zoom into? I'm not particularly interested in close-in fleet battles as I haven't got weapon controls like say the game 'Sword of the Stars'. [quote]Mods are just better if they have the proper UI changes. I would really like to see UI huds that are race specific. I know it's just gravy but the TEC look for all races gets a little bland
http://www.soase-maelstrom.com/TotalEffects/TotalEffectsDiplomacy1.011.zip http://www.soase-maelstrom.com/TotalEffects/TotalEffectsModEntrenchment1.051.zip I'll leave them there. Uploading now give it 5 mins ... done links tested ok.
I'll have to upload them again as I completely re-organized/cleaned the website. You are welcome to link them from the soase-maelstrom website, I just need to know if they are permanent or temporary...
[quote]Maelstrom is available for D, E and O. *giggle* I love simple sarcasm.[/quote] Glad you picked it! But seriously, I think Kenshirou has seen some exceptional modeling work for mods now and to come. I have worked from the direction I play. When I am playing I rarely go and look at the battles and models, I play from the Galaxy view, jumping from planet to planet to do my stuff. Hence the UI is more important to me. The models and effects are last on my
[quote]So this is a mod with 3 new races, but yet you use a whole bunch of Battlestar Galactica ships? So many ships models are ripped off from other mods. D- at best.[/quote] If you define a mod on about 15 models then you are partly right. In fact there are 42 planetary models and 50 ship models in the Maelstrom mod. The BSG model's are not from other mod's but from a chap called Coxxon who made them readily available to modders. Release 4 of the mod will focus on ne
No I haven't worked with sky-box textures before.
[quote]I will let you know when I get around to it ... in a couple of weeks.[/quote] ... expect a pm then. [quote]A and by the way HAPPY NEW YEAR 2011!![/quote] And a happy New Year to you!
[quote]where is the PM?[/quote] PM is an abbreviation for Private Message. I also have your email ... if you remember I replied to you via hotmail. [quote]Dude you really know how to put yourself to work... [/quote] Just trying to be thorough ... majority of the work is done.
[quote]this is what you said at Reply #648: "Release 3 of the mod will focus on new Planetary Structures"[/quote] Correct ... a Planetary Structure is not a planet. Planetary Structures include extractors, frigate/cap factories, tradeports and so on - 42 in total.
[quote]i have finished to update my sins to a more actual version and it breaks apart when i am enabling the mod... i mean it completely breaks apart; all the scripts...[/quote] As harpo asked ... [quote]univeraakh what was the old version & what is the new version?[/quote] i.e you have installed the wrong version or your Sins install is corrupted. Does the problem occur on your customs maps or the Sins standard maps?