I know there is little chance, however better to ask than stay silent.
Wintercross
Starbase Mobility changes kinda screw up my mod... now I'm going to have to spawn phase nodes everywhere.. =( My mod is using starbase code to make upgradable and customisable capital ships. Could you guys at least fix the issue where a starbase wont jump to a planet if one is already present; even though the starbase limit hasn't been reached? And if your feeling really generous, could you make the changes to Starbase mobilisation not hardcoded
Bretonian 'Sherman' Class Gunboat: <img src="http://img.photobucket.com/albums/v343/Wintercross/Sins%20of%20the%20Sirius%20Sector/2
It's allright, it wasnt really required just an asthetic thing to make weapons appear to fire in a certain pattern. I'll just stick with two weapons.
Well, rotation is required for this turret, it's just aesthetically I would have liked 3 weapons, but 2 seems to be the limit on turrets...
I noticed a crash when testing a weapons platform (stationary defence like gauss turret) it seems they cannot have more than two weapons, is that a hard code limit or did I somehow totally need up the entity?
ok, thanks for the info guys! i'll try messing around with it and see what i come up with.
[quote who="GoaFan77" reply="1790" id="3350682"] Quoting Seleuceia, reply 1789Yes, though I suppose you could put an ability on all the other faction's culture centers to spawn small amounts of culture at all nearby planets.... Yeah, you might be able to rig something up with the culture research modifiers as well. So if it is possible Wintercross it is a very hacked solution that would not be easy to set up.[/quote] Sorry, I kinda miss represented what I wa
[quote who="GoaFan77" reply="1786" id="3350668"] Quoting Lavo_2, reply 1785Technically, no. However, increasing neutralOrbitBodyCultureRepelRateMultiplier and enemyOrbitBodyCultureRepelRateMultiplier to high amounts might do the trick. If you're talking about the gameplay.constants file, that would apply to all factions right?[/quote] Well, what I really want is for the majority of my factions to only spread culture within their owned planets, but for one fa
just a quick picture to entertain those waiting for futher updates:
[quote who="SpardaSon21" reply="4760" id="3350386"] Well, the Novalith blows the planet up... after a couple shots. The Nova does the same, but also blows up everything in orbit, often with only that single shot, including quite possibly your own or allied vessels, so be careful. We may need to do a possible "No Superweapons" addon or something since all our superweapons were created back in the days of Entrenchment and its useless AI, and nobody wants to face the Atlantian
Is it possible to make a single factions Culture only spread between owned planets? If so how would it be done?
[quote who="lordlubu21" reply="4758" id="3350316"] Hey guys, Just curious, what does the nova cannon actually do? I have really only played sins since rebellion released. So l have not seen it thanks [/quote] The Nova cannon is basicaly a giant gun for shooting planets across the system. Does heaps of damage to a planet (even kill it depending on planet health etc.) the 7DS version tends to be a little more powerful than the default I belive... thou
Awesome work! would you by any chance consider sharing your Death Star model when its complete??
I know it's probably a bit to ask, but would it be possible to make a negative trade value work on starbases in the update? Would be really helpful with the mod I'm working on... I know you guys probably have more important things to do but it doesn't hurt to ask eh?
I did consider it, however as far as I know titans pull their name from the same pool as capitals, and I'd rather have a Dreadnaught named "LN Missouri" than "Lt. West". other factors that made up my mind was I prefer the capitals to have abilities either by default or purchased with upgrades, as they are large ships crewed by many and leveling up feels wrong to me. Ace pilots leveling up to gain new abilities I feel fits. They either learn new tricks as they gain combat experienc
Slow work last week or so, been pretty busy with other stuff... But here is an update that should not dissapoint! The Liberty 'Dreadnaught' Class Battleship is implemented in game >=D <img src="http://img.photobucket.com
There was a cool mod for Homeworld 2 that divided up roles, one person contros all the fighters, one controls all the frigates/gunships and one person controls the capitals. Was a very cool idea and played pretty well, the capital controler was basicaly the admiral/commander able to build the ships for the other players. But homeworld 2 had access to a scripting engine that Sins does not. If sins had lua script or something there would be alot mor
[quote who="GoaFan77" reply="1772" id="3344242"] The number of pacts are hardcoded, you can change what they do but you can't add new ones without replacing existing ones.[/quote] Darn, thats a real shame. Wish they didn't hardcode them.... Oh well, I'm going to have to stick with three sets then I guess... at least we can change what they do...
just wondering, is it possible to make a new set of diplomacy pacts for a new race or do we have to use existing pacts?
Just for fun... FOCUS FIRE!!!
Some new stuff to show off: Liberty 'Independance' Class Cruiser: Rh
Nice work!
Glad to have this stuff clearly set out for everyone, it's amazing the confusion and misinformation thats been going around! This thread should be stickied IMO
[quote who="Major Stress" reply="16" id="3341372"] When i first modded weapons i thought the same way, and i didn't notice much difference. It was when i did 1v1 tests, and noticed that wow this ship is slaughtering another ship that it should be an even match for. they had the same damage output, but the difference was that one ship had few weapon nulls while the other ship had many. It was the ship that had few that was killing the other ship. Noticed the same odd behav