[quote]But you know my e-mail address by anyway?[/quote] I'll send a pm here.
soase-maelstrom
[quote]Do as your heart's desire... And better if-u are planning to put those descriptions, in the loading screen cause the players will better understand the purpose of the planet... [/quote] Thanks ... when I get to it I'll send you the results for your approval.
[quote]If u don't gonna make this mod or the bonuses I've make, use some of those planets to maelstrom, and please tell me what planets u are going to use and what stars are-u planning to create cause i am REALLY curious!! [/quote] Release 3 of Maelstrom, which I am just finishing, will not have new planets. However I have reworked Ancient and Fortified planets. The choice of planets will be based on interesting combination's of meshes, textures and particle effects. [
[quote]SoaSE check out your in box because I have sent you some more planet ideas and a music to listen... [/quote] Firstly, thanks for the effort. Your have some very good ideas. However I can not commence a new mod as my time is limited and I have not completed the Maelstrom mod. Here is some feedback. Planets: 1,8 can't read text. Planets: 2 can't target specific frigates. Planets: 3,9 allegiance boosts can only be altered via research.<
[quote]Have you thought of merging Sins PLUS into Maelstrom?[/quote] I like the idea but ... I've spent the better part of the last 6 months to reduce Maelstrom's memory footprint into 2GB and I'm a hair breathe away from doing just that. Sins Plus is about 200MB. The new update is for Diplomacy. Maelstrom as you know if for all 3 versions for Sins.
For Diplomacy and Entrenchment some mods can stack. However I have not tried this, so I can't comment further.
[quote]In fact they were three mods, yours, the Distant Stars and Uzii's mod "Sins Plus" From there i know that "Sins Plus" doesn't work.[/quote] If you try to stack a mod on top of Maelstrom it will crash. As I have said Maelstrom is an extensive mod that is pushing the hardcoded limits of Sins. There are possible other interactions between the mod which makes their interaction unstable. Maelstrom was not designed nor has it been tested to stack.
[quote]And i tried to play once two mods at once and it seems that only the first mod works can you explain that??[/quote] Which two mods were you trying to stack?
[quote]Wait...Wait...Wait... Are u telling me that stars are less expensive than planets???? [/quote] Star's and Planets have the same polygon count. However, a Star has a single texture (2.7 MB) whereas a planets has two textures (5.4 MB each) i.e there is more details in a planet and planets have a dark side and a light side (hence the 2nd texture). [quote]But any way when you are planing to make the next release of maelstrom, tell me what of my planets are u going to use[/q
"Know that you can use ANY modeling program to create your mesh. Be it 3DSMax , Lightwave , Maya , Blender ,
[quote]By the way If you are planing to make this maelstrom expansion check out for the "Aura" Planet Class it seems that the planet its turned upside down.... i mean you are seeing the interior of the sphere instead of seeing the planet as it is...[/quote] This was intentional - i.e an atmospheric effect.
[quote]Hey SoaSE, if u make this mod just update the Maelstrom so that it could be used in it with these new planet textures... By the way, if you've watched the video I sent it to ya when making the Electricity World place to the dark side of the planet a bit of natural lightning and thunder effects so that it could appear more realistic. And the Storm world, when making the atmosphere make it like u see it in the picture... A bit violent and very fast cloud moving ef
[quote]And by the way, what program do I need to create my own mods?[/quote] File manipulation 1. EditPad Pro. Has a word counter ... if you get the word counts wrong in your english.str, brushes, sound, etc files the mod will likely crash 2. Filelocator Pro - can search for files or within files for text strings 3. Useful File Utilities - batch file name manipulation 4. Compare IT - compare two files Graphics 1. Photoshop 2. XSI Mod Tool 7.5<b
Unfortunately I have not had the pleasure of using Harpo's Mod updater tools. But I'm sure Harpo himself would be all to pleased to help you.
[quote]How do I fill this URL, because when I fill it and I click "accept" it shows me that dam broken page! OR i need to fill it with the address where the image is located??[/quote] You can get your files hosted (that is on the internet so you have a url) on free servers such as filefront (Google for 'free file hosting'). I have been trying to get the Anonymous ftp working for the Maelstrom website but to no avail ... maybe it takes time for setup!? In the
[quote]How do I contact Harpo??[/quote] Visit Harpo's profile at https://forums.sinsofasolarempire.com/user/3054274 and select 'Send Private Message'
[quote]Or best if you need more ideas for planets just tell me and I will generate them for ya![/quote] You can post here with your ideas as they are welcome, or share them with the community by creating your own post for discussion. [quote]Hi I am new and I want to ask how is the most talented mod creator? [/quote] Stant123 has mentioned two such mods in his post above. There many great modders in the Sins community you can also look at the site ModDB for some curre
[quote]Edit: My apologies if it sounds like I'm advertising.[/quote] Even so ... your advertising such a excellent mod!
Hi Syneptus, I only put your optimized mod on the Maelstrom website for file transfer to you. Wasn't aware you were going to link them from there to the community, so when I re-shuffled the website, well ... Let me know if you what a permanent space ... though I would recommend you hosting your files elsewhere i.e filefront for instance.
Are you saying the textures are stretched or are you saying the model looks too stretched? I thought the model was a little stretched but can't remember if the textures were.
[quote]I couldn't find it in the change notes, but I think the replicators antimatter regeneration has been completely negated, except for the converting ability. At least with combat ships, the antimatter regen is nonexistent. With my scout ships, they have normal regen.[/quote] There are three ways Replicator Frigates can acquire antimatter 1. Production Platforms 2. Research Antimatter Converter ( i.e damage in battle converted to Antimatter) 3. Stars &nbs
Sounds like a fun party!
[quote]oh and have you asked ManShooter how he is getting around this AI problem for his Citadel ships? I believe they will be simliar to your dreads[/quote] No I haven't ... but looking forward to playing his mod. Have you played Maelstrom Expansion yet? PS: In ManShooter's mod his ships will be balanced against his new races not the original Sins races
Thanks Mr D, I have been following the thread ... what Ironclad will do, apart from the 2GB limit, is unclear. Not sure who they are listening to. Lets hope for the best!
[quote]your work is appreciated [/quote] Your appreciation is appreciated! [quote]i just feel very very strongly about my experience in testing them that the current method has to be addressed [/quote] Yes I got that impression ... and I don't want to damage game-play. Its a matter of us understanding what the limitations are and finding a solution. [quote]Well here is my problem with this you say the dreads from testing wont be built enough only a 1 in 6 chanc