Wintercross

Wintercross

Joined Member # 3867128
4 Posts 645 Replies 19,701 Reputation

I think the main problem, is when the rules are not being applied equally and are often being stretched in order to target people who don't share twitter/facebook etc political alignment. It's fine, if they say "These are our rules, please follow them." but if they then go and ignore people who align politically calling for violence and riots, but then banhammer any one else whos words could be taken out of context into potentially breaching the policy, then it causes a big problem

22 Replies 318,152 Views

[quote who="DANMAN3712" reply="4952" id="3745568"] Thank you, my friend. It is incredibly difficult doing this on your own, especially when at a time I had a huge modding team, over 20 active modders and thousands of playtesters. Now it's down to my son and I. I mod, he playtests. Thank you for the Christmas wishes, sorry it has taken me this long to reply. RL has been keeping me very busy. But with this new update, I think I am going to get back

4,959 Replies 12,510,139 Views

[quote who="High_Guard" reply="2719" id="3747597"] Quoting ZombiesRus5, reply 2718 It is not possible via the build menus. You can have many more than nine but they would need to be created via abilities. That figures wit what I have seen, thanks. Hopefully maybe the de

2,761 Replies 7,620,387 Views

Did you make all three textures? Each ship needs a _cl (colour map) _da (data map) and _nm(normal map) The colour map, you need an alpha layer for the team colour, in the data map, you set metal-look, reflection, bloom and illumination.... the normal map is just a normal map, makes things look like they have raised or lowered bits while the geometry is flat. Anyway, it looks like something is up with the _da texture as well as your team alpha layer in the _cl

5 Replies 11,150 Views

Great news is while the recent patches broke the currently released version of the mod, they heard my pleas and added in two fixes to the game I needed for things to work right. 1: they made mobile starbases consider the starbase limit when travelling (it was hardcoded to not let them jump if you had a starbase in the target system) allowing the not-a-starbase Flagships move around properly. 2: They made negative trade income work, meaning I can make the Flagships cost u

223 Replies 599,388 Views

[quote who="StormingKiwi" reply="220" id="3728765"] Is this still a happening thing? [/quote] Intent wise, yes. Just don't have as much time to devote to it at the moment, so progress is really slow, the last few updates messed something up and I need to get it all working again with the latest version.

223 Replies 599,388 Views

[quote who="Gr_Ad_Kinz" reply="226" id="3730509"] Forget a campaign mode - it doesn't need it and if they did add it.. it wouldn't be the selling point. Sins is successful for the mod-ability and the game-play, not the story. If they release SINS II with 64bit, full Multi-core support (can eat as many cores as you have), graphics overhaul, and revamp the UI. It's like printing money for them. [/quote] I'd be ok without a campaign, as long as t

303 Replies 2,332,818 Views

I'd love to see proper stealth units and I would love to at least have objective based scenarios if not a proper campaign proper. As for voice acting, they should play it smart, get unknown, upcoming voice actors that are cheap and hungry for the work, avoid the big names or well known actors, because they come with a big price tag. And a fancy VA isn't going to sell your game, just get voice actors that can do the job well.

303 Replies 2,332,818 Views

[quote who="upsurper" reply="144" id="3675001"] Quoting SoaSEplayer, reply 143 Agreed. The dynamic AI in Ashes of the Singularity would make Sins very interesting. And I kinda agree about ground combat, but it needs to be done in which it shouldn't become such a necessity for EACH PLANET you try to take over in the ga

303 Replies 2,332,818 Views

[quote who="Madriel" reply="7" id="3672660"] Hi Wintercross, Could you explain how you created a starbase as flagship? A while back I tried it but while the game accepted frigates, capitals and titans as flagship it crashed when I tried to set a starbase as flagship. [/quote] Just made a custom passive ability that applied the flagship you just need the following; numEntityBoolModifiers 1 entityBoolModifier "IsFlagsh

8 Replies 44,943 Views

[quote who="Seleuceia" reply="5" id="3670246"] In other words, it is not easy to simply replace capital ships with "flagships" unless you are willing to make some significant sacrifices or do some intense buff creations to link capital ships to "dummy" flagships... [/quote] You can however, easily make capital ships into 'flagships' since it's just an entity flag in the buff file. You can either use the default one or make your own. I us

8 Replies 44,943 Views

[quote who="StarFallArmada" reply="209" id="3670286"] Loving the alpha! I know you are working out research for the three in game already, but have you been working on Kusari at all? I know your super busy, but I was just curious [/quote] I've got a few Kusari ships in the first stages of conversion (ie model simplified and weapons added) and also have started editing some of the Kusari voice files =P I haven't had much free time to work on the mod rece

223 Replies 599,388 Views

[quote who="TobiWahn_Kenobi" reply="34" id="3669390"] if I understand correctly there is a problem with mixing fixed and percentage modifiers. how about 1: summ all positive fixed modifiers 2: apply percentage modifiers >1 3: add all negative fixed modifiers 4: apply percentage modifiers would that work? edit: or switch 3 and 4? [/quote]<br /

47 Replies 303,454 Views

[quote who="Blair Fraser" reply="25" id="3667436"] I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade income worse which precludes the idea that a value may start negative and work its way positive through modifiers. What behavior is desired? [/quote] My desired behaviour, take for example <p style="padd

47 Replies 303,454 Views

I think you are misunderstanding how it all works... To designate a ship as a 'flagship', it is just a passive ability. If you have the Flagship gamemode activated, then loosing ALL of your flagships is game over, not just loosing one. The thing is, you usually only have one Flagship and can't build more (they're spawed as part of the victory condition) but if you make it possible to build more flagships, then all must be destroyed to trigger the lose conditio

8 Replies 44,943 Views

I personally, would like an extra resource... but that is because I love resources. Overall, I'd like the 3 dimensional aspect to have more of a role, it is space after all, some phase lanes should go up or down etc and we should be able to position structures and defences with regard to 3 dimensions. If you ignore the fact space is not flat, then you're missing a big part of what sets space RTS games apart from any other. Would like population to mat

3 Replies 29,401 Views