Yholl

Yholl

Joined Member # 4107735
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[quote who="Wintercross" reply="54" id="3332841"]as for targeting restrictions, this is done with the magic of armor types. I'll explain more later, but basicaly if a weapon damage type (eg. anticapital) does 0 damage to light armor, then that weapon will never fire on light armoured ships[/quote] Oh wow, that actually works? That's great, guess I learned a new trick now, hehe. Oh, a thought I had, maybe one of the Freelancer mod teams you contacted might b

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[quote who="Wintercross" reply="52" id="3332734"] I'm probably going to change the Rheinland Battleship... I liked the idea of a plasma lance but in practice it looks too similar to the Tachyons.... so instead it is going to be a 'Seige Cannon'. A long range, railgun-like weapon that can only target stations/modules and Large capitals like the battleship class (small capitals like cruisers/destroyers and gunboats are safe)[/quote] Just remember that each faction o

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A question for you. As you are importing these models into Sins (I assume with some turret editing.), does this mean you have access to all of the game's textures? For instance, the textures used by the weapon effects? It'd be much easier to make the weapons with access to those... Mmm, just me thinking about how to do stuff.

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[quote who="Wintercross" reply="47" id="3330160"] Here's the promised pics of the Rheinland Battleship in action.[/quote] Oh god, I might die from this. The manliness level is off the scale. My god, these ships look so fantastic in Rebellion, great job getting it ingame!

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Your backstory sounds excellent, and well thought out indeed. I especially like the way you've explained the cruise drive focus over tradelanes and jumpgates. [quote who="Wintercross" reply="44" id="3329039"]Not all of the Nomads were killed by Edisons work[/quote] Just remember that most of the Nomads got sucked through the Hypergate, not destroyed. They would've returned eventually, and in great numbers. [quote who="Wintercross" reply="44" id="332903

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[quote who="Wintercross" reply="42" id="3328758"]However I have the nessecary files on my laptop to work on Rheinland and Kusari ships. I'm currently working on the Rheinland battleship (wich I'm calling a Bismark Class) Due to freelancer being very turret focused, and Sins lacking any true turret capability the Rheinland Battleship will be primarily a broadside vessel with the following weapons loadout: Powerful mid-range port and starboard Plasma Cannons. (Inflict he

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[quote who="GoaFan77" reply="41" id="3322669"]If it is an ability, the buff needs to have two seperate damage instant actions, one for hull and one for shields, but you can have one be 0 for for some levels but not others.[/quote] Ah, of course, how silly of me. [e digicons]:thumbsup:[/e]

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[quote who="Wintercross" reply="39" id="3322628"]Well, thinking about it more, I have an improved solution.... I could make 2 levels of the Burst Cannon ability... First one being the disruption version, the second upgrade costing a little more, but altering the ability to inflict heavier direct damage and reduce the disruption effect time... I wanted it to act as a powerful anti-cap ship, but make it a little different than just raw damage.[/quote] I don't believ

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[quote who="Wintercross" reply="37" id="3322335"]News Update: I've recieved permission from one of the Discovery Modellers to use the assets he created, (yay for Kusari liner and battlecruiser! and a couple of ships I can throw in for Rheinland) Also, I recently requested use of the assets from Shattered Worlds http://www.moddb.com/mods/shattered-worlds and they have responded giving me permission to use the models for Sins of the Sirius Sector

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[quote who="Wintercross" reply="34" id="3321531"]Speaking about that, I hope to make neutral wells base off freelancer environments, like a 'Badlands' type zone, with the magnetic storm-like effects and the large obsidian badlands rocks, junk fields, gas clouds and all that sort of stuff. Though this will come later as I want to get the factions made and balanced decently before getting too indepth on the environment. [/quote] Yeah, doing that later on could add

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Here's another wall of text for ya. I was wondering, as the capital ships are starbases, what if the house factions can deploy Luxury Liners as one of their starcaps? (I think I'll just call them that from now on [e digicons]^_^[/e] ) Certainly not combat ships, but instead could be used to perform the other starbase tasks the combat starcaps like the battleships can't. Liners with the Vasari population ability, trading, culture spreading, all that stuff. Although, now

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Excellent ideas, I think all of that is perfect. Bounty Hunter caps I think might be more about speed and firepower, and adaptive abilities that enable them to survive even in the edges of known space. They'd probably have weaker hull and shields, not being built to proper military standards though. Weaker hulls and shields, rapid fire high damage laser cannons, and heavier particle guns. Corsairs are geniuses when it comes to ship building, so I imagine they'd h

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[quote who="Wintercross" reply="23" id="3319757"]Well, the AI capitals will probably be frigates... I want to keep the Elites separate and like you said it would cause naming problems... I might actually have an answer for keeping the ships separate... I can use the rebellion selection screen. so on the left is Liberty, right is Liberty (AI) That way I can also not give the ai the starbase increase code so that they don't have like, 20 starbase battleships around the

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[quote who="Wintercross" reply="21" id="3319693"]I have an idea for AI compatibility.... I can give the shipyards abilities to spawn AI capital ships (wich will be unlocked by ai only research) This should help make the AI a bit more of a challenge without making them too overpowered as the spawned caps should take up fleet supply. This way they can still use the Elite/Ace pilots properly, and will still have capitals that roam around.... I'll probably give the abilities fairly long cool

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Hmmm, I was starting to think of ways we could work in AI specific stuff to fix that, but having the Elite fighter idea really breaks it completely. Wintercross, if you're dead set on using caps as starbases, the only option I see is to make seperate copies of factions for AI use only that use them as normal capital ships, and have no Elite fighters. You could make their stats not increase by level, but give them abilities that passively increase them instead. A research that gives them s

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[quote who="GoaFan77" reply="16" id="3319241"]Another thread just made me realize I ought to post this here, but FYI the AI will never jump starbases, even if you have the research. So unless you want to make this a multiplayer only mod you're going to have to figure out something else for them.[/quote] Ah damn, that sucks. Well at least you warned us ahead of time, thank you very much for the info. [e digicons]:thumbsup:[/e]

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Made the music mod. I edited the songs to be generally longer, and setup the music into the basic 6 Sins factions to test them. Worked pretty well, tested it for a few hours with a few factions. Each faction has their own specific music, along with nebula music depending on their location (i.e. Crow Nebula for Kusari), and extra music that is shared between all factions. I also made a nice little main menu theme that fits rather nicely, both quality and lengthwise.

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[quote who="Wintercross" reply="10" id="3318365"]Then the thought occurred to me; give them an 'upkeep' cost, by making them produce 'negative trade income'. It means if you build capitals without being able to support them, your economy will crash into the ground preventing you building more ships until you cut back on your capitals. Of course the limit of personnel will help too, as I'm hoping to make the recruitment ability actually reduce the orbiting

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[quote who="Wintercross" reply="8" id="3318026"]EDIT: About the auto attack ai, I've been testing a little and I haven't seemed to have had too much trouble with it... Probably due to the fact that the 'fighters' have much lower speeds than in regular sins. The Patriot for example has a base speed of 600. I'm planning to make 'afterburner' abilities that will provide a short burst of speed to some ships, but generally they will move a bit slower than normal sins.<b

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[quote who="Wintercross" reply="5" id="3317980"]sins traditional fighters work fine alongside the 'frigate' type fighters. I have ways of limiting weapons fire so that weapons that can't fire on the traditional fighters cannot shoot the frigate type fighters either.[/quote] Yeah, but I was refering mostly to the ships' autoattack AI, which I've seen act very bizarrely sometimes when it comes to targeting fighters. They'll either almost completely ignore them, rega

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I am over the moon right now. Finally, a Freelancer mod for Sins? You sir, have my full and utmost support and appreciation. BEST DAY EVER. I've often considered how to setup a Freelancer mod with Sins limitations, I hope if you don't mind if I give some feedback on your ideas and give some of my own? Maybe it might inspire you? I came to the same idea you did, with having fighters as frigates, however, I felt that because of that, you couldn't really use the

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[quote who="Haiyooo" reply="82" id="3300534"]anyone had luck adding a 4 race the faction select screen for rebellion? Any examples would be nice so I can base off where to start my own. Thanks! [/quote] With a personal mod I've been working on since Rebellion came out, I currently have 4 races ingame. Two are just the Advent and Vasari, who have been left in just for testing purposes, but the other two are new. Basically,making a new race is exactly the same

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[quote who="psychoak" reply="1356" id="3213741"]In BuffRUNFearlessnessTarget instantActionTriggerType "AlwaysPerform" needs to be instantActionTriggerType "OnDelay" delayTime 0.000000 AlwaysPerform, combined with PrioritizeNewBuffs leads to an infinitely replaced recourse, use delays for single applications, always. You also need

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