*jumps on ryat's back and starts biting* Graaaa!!! give me back my innocence!! Update: Omg! Ryat it's all your fault!! I was up late tinkering and didn't look at the clock and I missed the last bus down town to get to my class!! AHHHH I missed a day!!*starts strangling and shaking Ryat* my perfect attendance is gone!! I won't get credit for anything I submit late~! *hissss*
BadTune
K so, still tinkering with my orbital elevators(I'd love to alter the appearances somehow) anyway, I did finish with the skybox surgery on DS, but I can't seem to find where you guys hid the reflection stuff so everything stops looking asif under a giant flashlight! shield reflections changed through the environment cube data I'm suspecting(gotta see something take a hit first) but I dunno where to look for your flashlight settings Edit: Kyahh!! Frustrating!
Gotta make sure the versions match up for what version of sins you need
there wasn't a change in the rings for what I altered, did find the values to reduce/raise the amount of asteroids in the fields though
Think ryat's still updating that, I'm waiting for it too =X New Post: I tinkered with some of the values in that file you mentioned that could possibly be fore the rings. But, no apparent changes when adding to the values or taking away from them =( also, i inverted the colors on the "DS skyboxes" TOO DAMN BRIGHT lol
hmmm so I'd change Sparse to Abundant or Frequent?
Karma for fist0 =D (closing in on that 150 mark lol) geh...all their mirrors for 2.6.0 are broken I guess, hopping the plugin works with 2.6.11
yeah I'm wondering where to get the plugins, got gimp xD it's just...gimpped atm lol
Title and subtitle kinda said it. Anyone got an answer or two? ^^
[quote who="Twilight_Storm" reply="5496" id="2967790"]BadTune, that's so awesome I may cry. If it's not possible, I'm in favor of a new Military Research that does this. -Twilight Storm[/quote] O.O no one has ever taken to one of my ideas that well lol anyway, I posted the idea here instead of a new thread because, DS level researches and ships have the fire power and the health bars to take such a change and grin right back at it :p
in spades no less! xD but at least we're civil about our immaturity ;p Also, had an idea for a tech tweak. Is there a way to attach a, upgrade to the command point research? example: have the number of capital ships max out at 4-8 and from there on the upgrades add either antimatter supply/armor points/command points to each capital ship making them far stronger contenders with the more advanced their crew research grows?</
this is irrelevant now but: Make sure the batteries are in right, those gates take a lot of D-cells :O
yeah, large community games like that tend to be in unstoppable teeter-totter for balancing since 99% of the time, a mass of 12 year olds complain about something on their forums until it's changed ~_~ make me wish there was a maturity level requirement for some games. Though, even then there are adults who play these games and argue for the same changes so that their own class or character can win against something to was originally supposed to barely succeed against. and
[quote who="Draakjacht" reply="5486" id="2967648"]So sue me, when I play Sins I don't tend toward harassment tactics. I also don't tend toward many allies either. I just suck at MP in general![/quote] I suck at MP too ;.; I like the AI and their easily manipulated empires, dance puppet dance bwahahahahahahahaha!!
banned for disproving 90% of classic love songs with one post
Random side note for Dynamic movement: Ok, so I mentioned this before but I think other people might like to know the how to with this. In dynamic movement, there are some EXTREMELY IRRITATING THINGS such as turret's turning speed and the scouts. Nothing is inherently wrong with the scouts besides when you use them for sweeping mines......they fly into them as they fire causing a bit of a mess. How to fix it yourself: go into the game info folder inside your Dynamic Movements mod
True... I'd like their activation range and blast radius extended a bit though once they become tiny =3 it would make them worth wild to use in actual defensive positions instead of spamming a jump area that may or may not be triggered
I nominate KrdaxDrkrun for the project =D make some invisible mines that seethe more than pop >=D also, the multi mine mesh is greatly welcomed though the out of nowhere is probably the easiest on the memory tax. Maybe the "explosions" could be a burst of flaming shards that explode individually and make the mine itself a particle or special effect, making it appear once, shatter, and vanish like expensive fireworks ought to ;p
lol, just some ominous"hey Jeff, what's that blinking light off the port side?" kinda think out there is what I'm after, but sadly Rus...I only have a laptop now, and it by no means has the capacity for 3d modeling or any sort of modding of the sort right now ;.; My domain is, and shall remain, text and setting files until I procure a decent desktop with a good vid card
exactly! I mean they came up with a nice multi-body unit in the strike craft but somehow they make mines the huge hunks of debris that explode if BY STATISTICAL OBSCURITY something passes too close? they could have made each "mine" into a field and have it cover the range the placement "ring" area. I mean having 10 super tiny things explode together on a wide range makes a lot more sense than some big bulky hunt being missed all together. As far as physics go, many mines in a mine field are d
what I'm mainly after isn't the icons though. I'd like to make the actual model shrink significantly in size to the point of even just being a small flashing particle effect of some kind like a beacon. I'm sure that even with them flashing they would be difficult to discern from the background and stars. I want their overall memory consumption to drop, even if they turn into cubes or pyramids for 3-d models so long as the image is super tiny i don't think anyone woul
I don't care about detail lol, I just want them to vanish from my empire tree and get as small as possible in game to take up the least amount of memory possible. Ideally I'm hoping for MAYBE a blinking light for the mines at most or some kind of really slow fade in and out signal light like you see on some of the capital ships/carrier vessels. I think the whole mine thing was done too over-sized. I mean the mines of WW2 and such for hunting U-boats were pretty damn big but that was b
lol that's the kinda fun I like(a sun with a full gravity well of 500 homing mines is scary enough even seeing them) any way you could tell me how to hide the mine icons only and maybe make the mine's "entity" vanish as much as it can?(maybe just a blinking light or something to that effect)
While i think of it. Sin can you make the size of the mines about half their usual model size? Maybe run it by Stress or the other opti crew for a work check. I was thinking the smaller they are, the less memory they'd use compared to many other things, and no one really spends much time gawking at the zoomed in mines(maybe a little when they first came out). just my thoughts =x
I was looking at the mines recently and remembered all the memory they eat up in long term games. Then I thought"does anyone really spend much time looking at the mines other than the icons?" So my idea would be to reduce the size of the mine's 3D models, their meshs and such and see if we could cut their parameters in half at least while keeping their impact on gameplay the same. Would anyone really miss the mines if the late game stayed quick despite 1000+mines in the system?</p