BadTune

BadTune

Joined Member # 4027928
6 Posts 420 Replies 680 Reputation

It's been a while guys ^^ classes are finally settling down, all I have now are a couple tests and a speech and I'm free till January (yay) Good Job on all the work guys, from what I read everything's going to be addressed, fixed, and finalized just right =3 I sill think we should change the last 4-5 levels in the capital ship tech in the fleet tree, more than 5-6 capital ships make pretty much an unstoppable steam-roller of galactic conq

8,423 Replies 15,686,832 Views

Seeing as how I've got 0 modeling experiance, and I havn't rummaged through every page(just most of them) and I havn't seen anyone do it yet so. I have a commission, an very TINY commission for a very TINY change Can some one: a) Find the files used for the planet elevator models Found the models in the Original sins mesh files EX:PlanetElevator-Tech-Bunker.mesh b)Increase their over all size or re

1,643 Replies 3,599,427 Views

Not sure if this is it or not but, Darvin, for your maps, are you setting a set number of players? otherwise it will keep it at 10/10 and randomly have who ever is playing have a 2/10 chance of actually having a starting place(or 3/10, 4/10, however many starting positions you placed)

45 Replies 122,280 Views

lol Hi again everyone....been lurking a while and thought I'd try tinkering with the "rotating structures idea" since no one's found a way to make it happen. Trying it out on starbases first and I got a hilarious result....Starbases now do the twist ;p StarbaseTech.Entity angularSpeed -100.00000 rotateSoundName "" &nb

8,423 Replies 15,686,832 Views

With pac-man just slap a TSOP desert skin in there(it's 4 files) but that's what worked for me. With the Sova, if you know what to look for you might be able to do the same, but i never really use the sova as tec so it escaped my notice =X I play Advent more often than tec anyway. My younger step brother makes an excellent economy sla-- ally in lan fights =3 couple utility ships, a colony cap and as many dreadnoughts as it takes to spray hot death across half a

8,423 Replies 15,686,832 Views

I Reeeally hope that isn't "to scale" for the titans *stares at it a while* or a least I hope you can't have more than one or two of those at a time for balance and "non-ridiculous" sake. though, if you compare it to the star base off to the right and (hoping) it's a bit farther off in the view, maybe we'll be getting a re-size for the starbases. but yeah, caps look itty bitty, and is that a cobalt beneath the Titan itself?, wth that's a moon

8,423 Replies 15,686,832 Views

Oh, now that I think about it Stant, there is one issue with the "planetary guns" of the advent. Some times the sfx of the weapon's hit (sound used for the beam platform's dmg I think) will stick and loop constantly which usually makes me reduce the sfx or mute them all together. If someone could look into that one, maybe there's a extra line or something caught in one of the files causing it to loop under certain conditions.

8,423 Replies 15,686,832 Views

Another possiblity is something may not have converted properly or there may have been some "lost bits and byte" in the dl, it happens. If you have the following: #1 Checksum listed by Ryat above #2 Made sure the file is not in another folder Ex: C:users/username/appdata/local/ironcladgames/sinsofasolarempire/mods-diplomacy v1.32/ distantstars_(D)_0.99_B5_[73603744] / Distant Stars (D) 0.99 B5 (remove the red part, get

8,423 Replies 15,686,832 Views

Nice work Nacey and Stant :p @Stant: All the changes I really made was altering the 2 skyboxes with Gimp, toned down their lighting a bit. But with B5 I just went to the manifest this time and stopped the game from looking for them. This way your work isn't touched and they don't appear at the same time(my gimp changes came out a little pixiled anyway, I'm not that used to the program yet) I was kinda rude in how I described them though, sorry stant. I understand t

8,423 Replies 15,686,832 Views

well, it's not like there's been anything to break it anyway, so just adding it in was enough I guess. Taking things out is far better than trying to put things in anyway so there is that. maybe if I get some free time or a lull in my home work once rebellion comes out I'll try updating it. I'll have to figure out the movement mechanics from referencing between vanilla and dynamic files, but that shouldn't be too difficult to figure out...i mean it's no

8,423 Replies 15,686,832 Views

pssh, I like it and others may too. Joke was on me anyway though, apparently the extras weren't included in the release this time. Suppose it would cause conflicts if I cut and paste the rest of them in Ryat? (besides, dynamic movement makes a few "area effect skills" a little more effective, such as the enforcer's for example) anyway, still wanna ask how to change the lighting effects of those(OMG I'M BLIND) sky boxes you guys added in, i go

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*goes about modifying the usual files before dropping DS into the mod folder* ahh, why do you guys keep these things around~ Dynamic movement mod: all scouts must be deleted, otherwise they kamakazi the mines they try to sweep..... Dynamic Movement mod: The Turret's movement speed......honestly......this one has no right to exist Aside form those six files, everything else i touch is personal ascetics and taste so i won't post those =X ah

8,423 Replies 15,686,832 Views
Reply to Sun mod? in Sins Modding

Colonizing them would be possible...but maaaan you'd need some damn good sun block and a thick pair of shades to live there

12 Replies 10,079 Views

I have one complaint about the Dev.exe.....and it's a personal grievance and it's overall irritating because it's just me I guess lol. Dev.exe Resets all my diplomacy.user stuff x.x that annoyed the piss outta me after I went through all the trouble of editing and altering all those settings to try and max out the performance a pit more lol such as:changed the empire window's icon stack from 10 to 50(my lord that was a lovely accomplishment) &

85 Replies 189,556 Views

Ty stant, that means a lot =O probably. Draakjacht is advertising unrelated content!! since he's part of DS he is unbannable, so someone drag him behind the shed and ...well...use your imagination from there =D Almost forgot the main reason I posted today..... Anyone know what page that Scout mine detection fix is on?, they still get ti the edge of the range and constantly spam cast it for no reason for me(thinking of just cracking open

8,423 Replies 15,686,832 Views

The new mission system is set up with specific rewards and pay outs now, no offering 10k crystal to off 1 ship to your buddy anymore ;p The missions will not show up if you don't have the resources to pay them. so far I've only seen 3 levels of missions, then again by the time I'm making the kind of resources and income I've "out-grown" alliances >=3 Dramatization:"I'm sorry, we just don't see a reason to pay you for this anymore. We&#

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be nice if there's a Maximum of 1 titan at a time with some massive fleet supply cost and painfully slow movement.....just looking at it's size, you do realize how stupidly massive it's phase jump "glow blue stuff" is gonna be? Me thinks POSSIBLY 2 or 3x a cap would be enough, not "lets make something bigger than a star base and make it move" IC that's too big, scale it down a touch or...5 x.x

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