I doubt the devs know either, so go ahead.
Codexehow
Happening to me too. The Dev version works. Go to Properties -> Game Folders to access it. The weird thing is that this bug comes and goes. Just the other day I was playing with no issue. The week before that, I was getting this bug. Now I'm getting it again. Very weird. Edit: I just unintalled it with Revo Uninstaller and it worked once. Now it's not working again. O
Hey all, good to be back! I've been really busy. I'm getting a new rig in a few days and will resume work on these models and ships. I'm going to make a new Vasari model with a less organic look. Lots of hard-surface details. I've sent a PM to Goa to see if he'd want to work on an intro video. (Without all of the useless logos and stuff)
[quote who="Portalboat" reply="1" id="3314679"]I like the siege idea, but I'm not sure how it would be implemented from a purely logistics standpoint. What's to stop you from just warping your fleet into the planet and just wiping the enemy out, instead of having a long, drawn out siege? I really like the terraforming idea, feels like it adds a lot of balance if the VL are on the enemy team. But there has to be some kind of diminishing return, otherwise VL could just strip,
Purpose of proposed Mod: Increase strategic options by freeing the Titan unit from the defensive role and allowing true siege warfare. I have some ideas for a mod that I'd like to see implemented. Unfortunately, my programming skills are moot. I can't even get the game files converted from bin to txt, despite help from some pro modders here. Basically I'll list what I think should have been inclu
Purpose of proposed Mod: Increase strategic options by freeing the Titan unit from the defensive role and allowing true siege warfare. I have some ideas for a mod that I'd like to see implemented. Unfortunately, my programming skills are moot. I can't even get the game files converted from bin to txt, despite help from some pro modders here. Basically I'll list what I think should have been inclu
I love this mod :) keep up the good work.
As I'm sure others have said, the game isn't actually that hard. It's really a matter of learning which units counter which, and then learning to exploit the strengths of your particular faction. Of course there are other things that will help you, such as how to effectively use star bases against the AI. One thing that I do think is broken ATM is that Titans come back with their level intact. GoaFan made a great mod that addresses this. It has an opti
My copy of Rebellion is unable to load and play mods under Vista. Is this a known issue? I've tried Maelstrom and Enhanced 4X so far. Both cause a mini dump when I try to load them. I thought maybe it was a permission issue, so I have Sins running in XP compatibility mode and as Admin. No dice. I know that Vista is a crap OS, but is there anything I can do? Thanks, and happy holidays.
Thanks for the feedback guys. I basically agree. That video was a bit rushed because I wanted to get initial reactions to the animation itself, and in hind sight, I probably should have just ran the clip as-is instead of creating intro graphics for it. To be clear, the actual intro I was proposing for Goa is the space scene at the end of the video, not the graphics that come before. I'm going to redo it, incorporating Go
Cool, thanks. I'm going to expand the video to include a "making of" section that shows some of the process of getting it from Zbrush to After Effects. I'll also how a slowed-down version of the intro at the end. I knew that 4 seconds would be a bit short. What would be a comfortable length for you? 10-15 seconds? I could create a new version with two titans approaching each other slowly, firing a
Hey all, so I've been working on this for a couple of days. I took Lavo_2's Vorastra.obj model and brought into Zbrush where I did some retopo work so I could paint and texture it. I then created a luma matte from the renders and dropped it into a 3D environment I'd created in After Effects. Then I mixed the audio and animated the ship firing a few weapons and charging the maw. I realize it may not be accurate, but this is kind of a test flight, to see if I
Hey guys, been away a while :(, busy with work stuff. Can't wait to get started on this again. I'm going to start over with the Vasari, and will give him a less "mushy" look. He'll be more segmented, less organic and all around more awesome. If you guys have any idea for how any of these guys should look, please chime in.
That's an awesome effect.
Ok, here's the complete Advent bust. Just doing some conceptualizing for a full-body model. Sculpted, textured, painted and rendered in Zbrush, and then composed the final render in Photoshop. I see this character as a zealot warrior..born and bred to do battle in honor of the Unity. Hope you like. Critique, comments welcome. Advent Acolyte <img src="http://imageshack.u
Thank you thank you thank you. I'll try to do something with it tonight. This Advent bust should be done soon. I don't want this one to look too organic, but wouldn't the Advent meld organic tissue and their electronics? I'm trying to avoid it, but if it's cannon, I'll add it.
Here's some early Advent hard surfacing...nothing special, I'm just concepting at this point. I crafted her face with the idea that she should look a bit childlike, and/or that you'd have to look twice to see if it was a guy or a girl. I imagine Advent are all so genetically perfect that in youth it would be difficult to tell the difference. I'm just doing her head for now, because I want to get a lot of detail into it. &nb
Wow, that would be awesome. I could create a displacement map and then decimate the model, to make it more game-friendly. Although decimation creates triangles, so I don't know if that would be a problem. I would definitely be interested in creating those types of models if you or someone else would use them.
Hey guys. A few things. Any critique on that cannon? I've been told that the placement of the third limb is a bit awkward, and the cannon design isn't very ergonomic. I'm inclined to agree with both assessments. What do you think? Also, I'll be starting on a Advent tonight, and I might do a different Vasari design. BTW, do any of you guys have the Sins ships in .obj format? I want to create some hi-poly
OP is such an obvious troll.
Cannon attached through third limb. [URL=http://imageshack.us/photo/my-images/209/cannonfront.jpg/][IMG]http://imageshack.us/a/img209/3708/cannonfront.jpg[/IMG][/URL] Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL] And from the side: [URL=http://imageshack.us/photo/my-images/833/cannonside.jpg/][IMG]http://imageshack.us/a/img833/4663/cannonside.jpg[/IMG][/URL] Uploaded with [URL=http://image
This isn't anything official anyway, just something the modders can use if they want. Also, I'm not a military buff, so I may on occasion use the wrong terms :(.
Well, you have to keep in mind that it's a mec, so the person inside is not the same size as the machine itself. Once the hard surface details are in, the whole thing should meld more. The person within comes down to about the mec's knees, and the person's arms fit within the plating just beneath the rib area. The head fits within the machine's cranial dome, but is itself about half the size. As far as the waste looking too spindly to support the upper b
Thanks for the feedback! Right now it's essentially clay molded into general zones. There's no detail yet. The "Converted tech" look can easily be added in at a later stage. The proportion emphasizes the armor, which would be required to stand up to direct assault from big guns. If there's a real person in there, a proportionally sized waist would hamper lateral trunk movement.
Here's something for the TEC fans. Of course I'm taking huge creative license here..this is just how I see the TEC in a surface war. This is the base mesh I made this afternoon. This is a TEC heavy infantry...the "A-10 Heavy Gryphon"Heavily armed and armored ground units capable of short bursts of aerial maneuverability.