kris159

kris159

Joined Member # 3507011
1 Posts 90 Replies 131 Reputation

I've very very very loosely estimated that it will take aproximately 2 years, give or take a few months - probably take, until you're completed considering that you started 2 years 4 months ago and have gained a team. Very loosely. Very loosely indeed. Liking the models as usualy. 872 days and counting, I thinks [e digicons];)[/e]

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[quote who="callofmarty" reply="1652" id="2621643"]wow ,guys when you will be finish?will you do it too for diplomacy?? [/quote] Maybe if you read the top half of every page on this thread, you'de find out [e digicons]:thumbsup:[/e]

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[quote who="Eomega" reply="1609" id="2583621"]Sorry ladies and Gents that I have been away. I have been working some major overtime at my work, to get some extra money to buy a more powerful machine. Anyhow, on to the reason why I am posting. The F-312. The F-312 is intended to Suppliment, not replace the F-302. She is armed with the same weaponry, only it is a tad bit stronger. Based partially on the FA-37 Talon design from the movie

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[quote who="dolynick" reply="1200" id="2570683"] Yes, you are being picky. You also seem to be only partially correct: http://en.wikipedia.org/wiki/Dreadnaught Both spellings seem to be correct have the same meaning. I recall searching and checking the spelling before I included it and "au" came up correct as well. Microsoft word finds no fault with either spelling when using spell check either. -dolynick [/quote] Yeah,

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Hi. Sorry to be a bit picky here, but the "Ultionis Dreadnaught" is supposed to be spealt with an ou, not an au. Also, the ship is falsely named as it has different weapons; a true dreadnought would have the same weapons dealing the same damage throughout. -Kris

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The battle pictures are awesome, however , I don't think you should use that muzzle effect; it's too big. Plus, muzzle effects on SoaSE point in the general bank that the weapon is firing, excluding the Y axis. I would recommend either a small effect, a circular effect, or no effect at all.

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The battle pictures are awesome, however , I don't like the muzzle effect on the BC-304, it's too big. I've never really liked pointy muzzle effects on sins as they only point in the weapon's general bank. I would recommend a small effect, a circular kind of effect, or no effect. 9/10

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[quote who="Myles" reply="1438" id="2468579"] Those are what I was talking about. The ship in 'First Strike' fired the same weapons. They're is no real name for them unless you want to get technical and call them 'directed energy weapons', but I like energy blobs better. They fire from the cannons on the side of Aurora class ships and have been shown on other types as well. And I would agree, smaller version of those is good for fighters. [/quote] Oh them, I remem

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[quote who="Myles" reply="1436" id="2466993"]A smaller ship of the Asurans fired energy blobs similar to the Destiny at the Apollo near the end of 'First Stike'. I would imagine fighters using those rather then a long range focused energy beam laser. [/quote] Wierd, I don't remember any blob-like projectiles... I would suggest making a smaller, faster version of the weapons fired from various asuran ships off 'Be All My Sins Remember'd'

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[quote who="TheRezonator" reply="1432" id="2466200"] interesting, i would have thought the jumper would be the fighter, the model above would be the bomber... its just looks meaner than the jumper. i also thought the model looks better upside down than right way up... idn, just my opinion, but its all good [/quote] I think it wouldn't look "mean" if it was the other way up. I'm thinking the engines should be verticle, rather than slanted.

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Hi, I have two questions. But first, I'de like to comment on your time, dedication and commitment to the mod. It's great, everything you make looks great and the things you improvise on look like they would had the origonal stargate team made it. First, will you be changing any physics to the gameplay? Just wondering. And second, will this mod use alot of memory? On many previous occasions, I have played a mod that my computer cannot handle, (not to sound big-headed

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[quote who="akkan117" reply="1082" id="2440534"]hey dolynick, Long time no talk! Looks like the mods is going well. Hey um i stuble upon a problem that cant really understand. Im am combining one of your mods (Sg races) with one of my own which includes mearly a few new ships with some new recherche and particle effects. The stacking order was Sg race then my mod (Called it (Tech 2) and i got a mini dump (Hate those things )Also the mods by them selfs work perfectly fine

1,775 Replies 3,750,075 Views

Hi, I have two questions. But first, I'de like to comment on your time, dedication and commitment to the mod. It's great, everything you make looks great and the things you improvise on look like they would had the origonal stargate team made it. First, will you be changing any physics to the gameplay? Just wondering. And second, will this mod use alot of memory? On many previous occasions, I have played a mod that my computer cannot handle, (not to sound big-headed but)

2,178 Replies 5,307,324 Views

I've been doing little changes to the mod, like graphics or tweaks with weapons, and I'm getting MiniDumps nearly all the time. So i tested and it's the asgard, the Dev Tool wont tell me anything, and i can't find a problem with them.... Accept these lines in the PlayerAsgard file: isPsi FALSE [...] raceNameParsePrefix "PSI" ..... I changed the raceNameParsePrefix to TECH, and the raceNameParsePrefixFallback to TECH, and still no change.... I really don't k

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I made a mod that makes any ship be able to phase jump to any planet from any planet, since the other one only let you jump from one to another when you could see both, i made an ability that makes the scout place a phase node on a planet perminantly and be able to see the planet perminantly, like that ability on the Ancient's Corvette Capital ship. It gives you a little tactical advantage but you probably would have planet sencors that indicate whatever is in orbit o

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