[quote who="Dark_Ansem" reply="390" id="3416188"] there was a MK2 venator?[/quote] I think he meant Victory, there is a Mk1 and Mk2 Victory Star Destroyer
Wintercross
11 Random events!? About freaking time! This is awesome!
Yeah, that is pretty myfist0
[quote who="Sinperium" reply="3" id="3414338"] Hi myfist0! I have been checking your models now and then and they look great!. Thanks for the offer--and it's especially nice to not ask for anything. If you need anything now or in the future with Star Citizen, let me know. Man I am looking closer at those and they are beautiful. Pretty incredible actually. Wintercross, I think you'd do fine and believe it or not
I am interested =D I'm primarily a 2d artist but I have been mastering the required skills for importing and modifying models (As you can see from my freelancer mod) I can fix models, make decent tangents and have some success with fixing UVmaps. I also really want in on Star Citizen but don't have the spare cash for it at the moment. So I'm willing to work on this with you hey =D
Looking good so far!
New video featuring the Upholder, new Liberty Plasma particle and Liberty Fighter Torpedo Particle [video]http://www.youtube.com/watch?v=S5rtXDNOOjA&feature=youtu.be[/video] a Liberator convoy escorted by a Dreadnaught Class Battleship:
Some more updates... WIP Liberty Fighter Torpedo: Liberty 'Upholder' (Model credit to Xing from Discovery) Very Heavy Fighter assaulting a Liberator: <img src="http://img.photobucket.com/albums/v343/Wintercross/Sins%20of%20the%20Sirius%20Sector/2013-11-02_00002.jpg" alt="" width="
Yeah, weapons aren't final yet still wip. For the capitals I'm going with a compromised set up. Standard capitals will be frigate based with special "flagship" capitals using the starbase system. At least the ai should like it better.
I'm not sure what you mean but I have two computers running XP and Rebellion works fine on both of them. Maybe you should check your graphics card meets the requirements, or check inside your box to see if you have a dust problem. There wasn't any major engine changes from diplomacy to rebellion apart from shader improvements/shadows and further optimization.
not to mention Rebellion works just fine on XP
some more pics: Liberty Constructor: These Heavy Constructors are used for asembling Liberty's orbital assets Liberator Class Cruiser: (model from discovery, used with permission from Dartstriker) <img src="http://img.photobucket.com/albums/v343/Wintercross/Sins%20of
sounds reasonable. in my mind Alpha generally means that not all items will be included or implemented.
That's great news!
[video]http://www.youtube.com/watch?v=5Mq6_ygOJXw&feature=youtu.be[/video] Video showing the particle fx I've been working on
The other handy thing is the AI should be a little more capable with this approach.
Since the hardcode limitation on starbases has ruined my plans for starbase-based capital ships, I've decided on a compromise (which I will happily reverse if the hardcode is lifted) Instead of all capitals being starbases now only special 'Flagship' Capital ships will use this code. This makes the limitation more bearable while still allowing the awesome upgradable capital ship system I was working on. It's not ideal, but it's a working compromise tha
[quote who="ZombiesRus5" reply="24" id="3402900"] Quoting Wintercross, reply 22It was a failed attempt at balance after all... In your opinion.[/quote] Well, it was initiated to balance the VR Starbase, but ultimately it did not, thus the recent changes requiring them to use phase nodes which has a more profound effect. Therefore it was a failed attempt because it did not balance VR and just messed with an otherwise excellent resource for modders.
Some more updates: wip Liberty Stalker Missile: Liberty Dreadnaught Exhaust: <img src="http:/
Looking great man!
[quote who="Yarlen" reply="21" id="3402439"] Quoting Wintercross, reply 18 Quoting Yarlen, reply 14 Some balance stuff mostly. I'll likely add it into the 1.79 beta test next week if it feels good. Could we possibly get a fix for the arbitrary limit on jumping starbases? You know, where the planet entity may have a limit of 2 or more starbases, however if one is already there another cannot jump in regardless of the gr
[quote who="mkeller25" reply="2006" id="3402586"] If you see the above response, its listed as level0: -0.250000 level1: -0.250000 level2: -0.250000 level3: -.0.250000 So do these numbers correlate to just a flat .25 reduction across the board? Whats the significance of the levels? Or is it a percentage? Do the levels correspond to the stacks at all?[/quote] the level entries
Looking awesome!
[quote who="Yarlen" reply="14" id="3397507"] Some balance stuff mostly. I'll likely add it into the 1.79 beta test next week if it feels good.[/quote] Could we possibly get a fix for the arbitrary limit on jumping starbases? You know, where the planet entity may have a limit of 2 or more starbases, however if one is already there another cannot jump in regardless of the grav well limit.
Any one got any ideas on how to make a passive ability for a starbase that drains resources/credits from the party that built it? The idea is to make building too many of these starbases cripple your economy if it cant sustain them. :EDIT: Never mind, I've worked it out myself! Finally lol.... I'll share what I learned with everyone in case someone needs it in future. First some background; sinc