Tinkering around, I noticed that the Vasari's Nano Weapon Jammer autocasts its ability constantly, even with no enemy ships in the gravity well. Therefore, whenever an enemy fleet arrives, the Nano Weapon Jammer will be at extremely low antimatter from this constant autocasting. I've fixed this by changing the aiUseTime constraint from Anytime to OnlyWhenManyTargetsInRange.
Moguta
Here're some screenshots showing off the different-colored race explosions. Feel free to use them in the main post or anything. <img src="http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%2
That's a neat idea, Thraka. However, for the auto-update to work as you describe, every mod would need to have it's own publicly-accessible web server so the program could compare the currently-installed version with the newest available version. Seeing how most mods are hosted on Filefront/Mediafire, though, it doesn't seem many mods have their own dedicated web servers. (If anyone can think of a way around that requirement, please do advise!) I can see the use of p
I thought those new explosion colors were rather subtle. Lo and behold, they weren't actually there. :p Thanks for the fix ManSh00ter!
Awesome! :) Hope to be able to test it out soon (though not too soon, as I'm going on holiday va-ca)! Thinking about it... that Sins Install Directory path was only utilized with textures in original Sins, wasn't it? Unless there's some other use for it, that code could probably be removed entirely. The Sins User Directory seems to be all that the installer needs to know.
Nice job on the 0.99 release, guys. You're only 0.01 away from 1.0! :) And I can't wait to grab some screens of these updated graphics. Nace: Small detail... the 3 texture files in the Particle folder can be deleted for the next release. They may've been placed there while BK was working on the particles, but the game certainly doesn't need them.
Didn't realize there was a dedicated picture thread! Here're a couple from my last multiplayer match with Nace & Brain: Final battle from my perspective [img]http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/DS091220-01.jpg[/img] Ohnoes, incoming missiles! [img]http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/DS091220-03.jpg[/img] Ba-BOOM [img]http://i24.photobucket.com/albu
Yeah, doesn't help that Vasari shoot purple missiles and I happened to be player purple. ;P
Now, here're the obligatory Nacey-defeat pictures: Final battle from my perspective [img]http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/DS091220-01.jpg[/img] Ohnoes, incoming missiles! [img]http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/DS091220-03.jpg[/img] Ba-BOOM [img]http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/DS091220-02.jpg[/img]
Good games, all! Hope to see you guys next week. :)
This code needs to be changed to take into account the 64-bit OS' possible registry locations: Private Sub GetFolders() 'Get paths _pathSinsUser = IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), "Ironclad Games\Sins of a Solar Empire") Dim regKe
15 minutes to go! Get in on some fast-action Sins of a Solar Empire now! And don't forget to download the hotfix: http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.95_Anima_Tempest_Fix.7z
This actually isn't out-of-date at all. It works perfectly & I'm probably going to use it in my next release of Bailknight's Graphic Mod. The only request I have is to add in a Delete Folder function, so we can get rid of any redundant or unnessesary files from old versions of our mods before installing.
Ah-HA, So it was Eville himself! :) The planets do look really nice now. It never consciously occured to me, but looking at the planets, they always seemed a bit off how all the cloud cover was so transparent. Look at any photo of Earth, and that's not at all how things appear. Also, is it possible to make the clouds obscure light from the dark side of the planet... i.e. be more opaque like on the sunny side, but an opaque black? I'm gonna look at possi
Nace, About incorporating the more up-to-date Bailknight's Graphic Mod, all I can say for now is you can definitely replace these files: Explosion_PhaseMine.particle Explosion_PsiSpaceMine.particle Explosion_TechSpaceMine.particle <span style="text-decoratio
Who changed the planets' PipelineEffects so that the clouds are completely opaque? I'm going to incorporate it into the next release of Bailknight's Graphic Mod, and I'd like to give credit where its due.
[quote who="Lord_Zath" reply="630" id="2481447"]It seems that switching the starbase's engagement range fixes the trade ship issue, too. Seriously - if you guys can change the default behavior on the Empire and Vasari SB's, that should take care of several issues at once!!![/quote] Well, that's certainly odd. What particular engagement range(s) seems to solve it?
Everyone playing this weekend needs the hotfix: http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.95_Anima_Tempest_Fix.7z Match going down in T -1 minute!
Yay game-stabilizing hotfix! Downloading and installing now. And yay, Team DS has individual avatars! Looks sweet, guys. :D Checksum 36295781 confirmed.
Question for ya, Mansh00ter... I'm detecting differences between Bailknight's Mod and Volumetric Explosions in these particle files: Buff_RepairPlatformPsiLarge.particle Buff_RepairPlatformPsiSmall.particle Buff_RepairPlatformTechLarge.particle Buff_RepulsionFieldSpawner.particle Buff_ShieldProjectionChanneling.particle CapitalAbility_MissileBurstTravel.partic
Sorry, thalatos, no actual program yet. It's mostly a concept at this point. Harpo, what I'm looking for is a library that can decompress not only ZIP, but RAR, 7z, and anything else Sins modders tend to pack their mods into. As far as language, I'm using C++.
Well, gee willikers. Didn't expect to see the mod installer's developer posting here. [e digicons]:omg:[/e] Hello ThrakaAndy! It's a shame that mods don't seem to use your application to install. Perhaps it hasn't been updated for Entrenchment? Or was there never much uptake anyway? And you're right. My program-to-be (hopefully) isn't something that the mod creators would choose to distribute with their mod, but something each mod-user woul
[quote who="Nacey" reply="19" id="2480761"]BTW, nice new user-pics, UE & Ryat. (For a moment, though, I almost thought you were the same person! >. Hehe May have to make a few unique ones for us to use rather than the same one with different names just so you can tell us all apart easier [/quote] Hehe, indeed. Perhaps have different planet types for each DS Team member to showcase the exotic planet diversity of the mod. ;) Also, hope to see y
[quote who="Lord_Zath" reply="628" id="2479723"]I also noticed that trade ships docking with the SSD will stop the SSD of all actions.[/quote] Ah, so that's why the Vasari starbase has colony pods instead of trade ports. Perhaps we should make a similar substitution. EDIT: Me and my big mouth. Seems the Vasari starbase has trade ports too, and has the same problem. :/
Well, so much for feedback. [e digicons]:S[/e] I have a question for fellow modders: Is there anyone out there who can re-create the Vasari Enforcer mesh without the UV mapping corruption? I believe all Bailknight did was stretch it (and the shield mesh) lengthwise just as he did to the other heavy cruisers.