kris159

kris159

Joined Member # 3507011
1 Posts 90 Replies 131 Reputation

[quote who="a110" reply="232" id="3122008"]unless i'm mistaken they look for unexplored worlds when they'd be much more useful on enemy colonies[/quote] That's the explore autocast. The mod cannot control whether the ability searches for new planets or revisits old ones. Once all unexplored planets are explored, it will just randomly go to other planets - it's part of the game. I doubt it would be easy to create an ability which prioritizes revisiting old planets over

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[quote who="dolynick" reply="1746" id="3107598"] That's strange. I haven't changed the drone particle fx since I originally made them. They still looked the same the last time I played the mod.[/quote] A [i]long[/i] time ago the hit effect was decreased in size by about 2x, I'm fairly sure. It could be anywhere from 6 months to 2 years ago, I've been following this mod for so long (and modmodding it [e digicons]^_^[/e] ) [quote who="dolynick"

1,775 Replies 3,750,056 Views

Minor bug report: In the string file, line 21821, the value for IDS_RESEARCHSUBJECT_HYPERSPACE_DETECTIONASGARD1_DESCRIPTION is "advances in sensor technology improve the range of long-range sensors, allowning detection of ships in hyperspace to jumps away," when it should be " two " (not "to") jumps away.

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[quote who="YourzZzZ" reply="1562" id="2944539"]where is this one? dolynick_SGGalaxy-e1.03.zip. Did one got misnamed by any chance? BTW what does this part do exactly Galaxy Mod (Standalone, customized Sins Plus version for Entrenchment)[/quote] In the SGGalaxy mod pack, there are three (3) mods: Races, which adds all the factions and everything applicable to them (such as technology, structures, abilities etcetera); planetsize, which edits the size of the planets and their gravity we

1,775 Replies 3,750,056 Views

I've thought of a few ways you can put the Vasari phase gate to use again, since every planet connects to one another within a star system: 1. Boost speed in phase space and/or charge up rate. 2. Allows to go from one planet to another even in different systems (don't think it's possible, though) 3. Allows to enter

263 Replies 835,780 Views

To the people getting minidumps, the first thing to do - if you haven't already - is change your settings all to high. If that doesn't work, then explore the in-game cause. If it's just a random event that make one game crash, then another unrelated event that makes another game crash, you're probably lacking memory. That has happened to me before, even with well over the recommended memory. There's pretty much nothing you can do about that, it's due to the fact that the game has more assets

2,178 Replies 5,307,264 Views

Although I've not tested my theory, I think the Tau'ri have weak shields and alot of regeneration, and as they get more "advanced" shields from the Asgard, the regeneration value goes up. As goes for every other faction in SG. When they say "sheilds are holding", I think they mean the attacking ship doesn't have strong enough weapons to counter the shield's regeneration rate. Maybe you should try a testing mod that nerfs the shield strength and ups the regeneration?

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[quote who="DirtySanchezz" reply="111" id="2702690"] The technical challenge is to make it very scalable to meet everyone's interests and needs. There are people who play only single player with powerful computers who have time to zoom in and view lots of delicious eye candy, and they want to see moving turrets, planetary elevators, and exquisite details, etc., and who can blame them. Then you have people who play online multiplayer who are on older rigs (like me) who could c

130 Replies 451,728 Views

I'de like to see a new engine put in place. I want to see real-time projectiles as a pose to deal the damage of the burst when the first shot is launched, not considering whether the projectile physically hits or not. An auotmatic battle movement engine, which makes ships move into tactical positions and keep moving throughout the battle instead of them only moving if their targets aren't in range. Speaking of ships, multi purposed ships. The average frigate, even nowa days, h

130 Replies 451,728 Views

[quote who="dolynick" reply="1883" id="2700674"] Thanks for the well wishes. I'm actually playtesting a new release that updates my mod with the Ori as the 5th playable race right now. It's slow going as usual but everything is going fairly well. Sounds like SGI is coming right along too, which is great to see. -dolynick[/quote] I tried creating the Ori with stock models and I'm still working on balancing. It will be good to see what you com

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[quote who="Maxxedmk" reply="1876" id="2699079"]I have a suggestion to make... I've been watching Stargate Atlantis again, and noticed that the shields of the Daedalus are blue-lightblueish I don't know if you guys are going to keep the current color of the Daedalus' shields or if the map I am playing makes the Daedalus have red-blackish shields. And @kris159 I understand what you mean, but as Tgillian suggested, it would be nice to be able to start off with o

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[quote who="Maxxedmk" reply="1866" id="2693831"]One downside though is that only the Asurans will be able to use Atlantis, even though the Human side also had access to the original Atlantis. [/quote] The thing you've got to, and most people don't, consider is that the Asurans could build atlantis, the Tau'ri can't. It's not about what they have in their possession, it's about what they can build.

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[quote who="Maxxedmk" reply="1864" id="2692787"]Another thing, could I take the textures from the Dolynick mod of Atlantis, and put it into your currently available mod to make it look more like it should, or will it not look right and stuff? If I could learn how to change the textures and whatnot I could be a help to you in the modding process.[/quote] Dolynick's version of Atlantis doens't have a texture, it just reflects. Also, they are most likely modelled differentl

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[quote who="sevendaydemon" reply="1845" id="2685947"] A quick question also, could you make the drones behaviour pathway be more curved when using the frenzy ability? For example in the show the waves of drones tend to curve like mad when leaving the ship. If you've seen the drone behaviour in Dolynicks mod you'll see what I mean. I think having several waves of drones shoot up and then curve towards their target makes it look a lot more epic. [/quote]<

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[quote who="sevendaydemon" reply="1833" id="2685190"]Yea I figured that might be the case. Mainly though I just wanted them to cut through ships causing damage along the way, then coming around for a second assault either on the same target or on a different target all together, but this time actually exploding on impact. The MoveThruTarget line seems to be the only way to get close to this, but the only other thing that is missing is a particle effect for when the

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Anything even close to the show would require SoaSE coding to be changed and to create a new weapon type. I suppose you could try putting the drone to, say +100 int he z axis on the travel effect, that way it would look like it's impacting the ship and then explode about 0.1 seconds later (assuming you have the speed of the drone at 1000). Turning the drone and impact with small ships would be a problem, however.

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[quote who="psychoak" reply="1823" id="2681415"]To get a sustained beam, you just use the Beam WeaponType, no need for anything fancy. It functions just like a persistent beam effect. [/quote] I mainly focus on graphics whilst trying to incorporate the most realistic effect I can. I didn't create the beam in order to be in this mod, it's an old idea I just remembered. I managed to create a stargate pulse beam - I know what a beam WeapoNType is.

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Oh. I had an idea for the Asgard beam weapons that makes it not disappear when it hits the target. I tested it out too (As is seen in this video: http://www.xfire.com/video/ff373/ watch this first). It's done by firing about 100 projectiles (in the file) with a burst delay of about 0.01-0.05 seconds (dependant on the speed of the beam you want, lower values if you have a faster beam) Simply make a relatively large projectile that is symetric (on

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[quote who="SGImodteam" reply="1802" id="2677176"] Thanks for the input. 1. Already done in main mod. mini mod may be updated with it, sooner or later as it has alot of fixes that everyone has suggested 2. we agree 3. When we have more time 4. Last night we implemented a different one that is much better. 5. Do you specialize in particle files? i am fairly certain you sent us some particles. If so and you feel that you want to

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Sorry to rant, but I'm a perfectional critic: After playing your Tau'ri sides, I have come across a few bad points. The models and textures pwn and everything, but I think some things are a bit iffy: 1. You should increase the railguns' velocity or decrease the Tau'ri ship speeds as sometimes, I've seen their ships travel past the projectile (as in moving at a faster rate), which doesn't look too professional. 2. The Tau'ri missiles. This is more of an opti

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