Makon86

Makon86

Joined Member # 4122006
9 Posts 228 Replies 9,300 Reputation

[quote who="lordlubu21" reply="4752" id="3344556"] Hello, I just want to say i am really loving the rebellion beta mod. Cant wait for you guys to finish its epic Ps. Was there a patch that fixed the nova cannon? So far all it destroys is my pc [/quote] Yeah there was an "internal" update that fixed the cannon, and some other things. I haven't had a chance yet to get the updated version uploaded y

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Okay, sorry for a prolonged absence here on the forums... RL catches up every once in a while! ANyways, quick update regarding Rebellion and 7DS 3.0: Currently the Atlantians, TOU, and Ur'Quan races are in the process of being converted! Just wanted to post and let everyone know that work is still progressing. Thank you for everyones continued interest in our mod, its what keeps us going!

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[quote who="SpardaSon21" reply="4746" id="3332755"] Not really. The Atlantians and Empire both end up out-teching the TCA and then ruining their day with ridiculous capitals like ISD's and Kronuses. SamazRalan really did overkill on the Imperial tech tree. That thing gets ridiculous at later techs. Makon, any plans to expand the TCA tech tree?[/quote] There are mind blowing plans ahead.... lol :)

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[quote who="Afrojason" reply="4742" id="3330661"] is there any other link to the entrenchment version? the link on the danman website just redirects to the gamefront main page[/quote] On the danmangames.com website, go over to the "premium" downloads. Even though you may not be a premium member, it has been opened to all due to issues with gamefront. If you still have problems send me a PM either here, or on the danmangames forums, and

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[quote who="therealjcool" reply="4743" id="3330766"] Quoting Makon86, reply 4741 Unfortunately not, we are still in the process of converting everything over... There is ALOT of content to convert Rest assured we are working as quickly as possible to get the rest of 7DS over to rebellion! Love the TCA... great work there. Also glad the Athena no longer causes minidumps, heh. Now all I need is some real opponents lol -

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[quote who="garsterjaryjohnson" reply="4739" id="3323121"]hi.........i can't get on DANMAN GAMES to web site down 7 deadly sins.[/quote] The website is up and functioning...Make sure you typed in the right address... www.danmangames.com Go to "Downloads", log in or create a free account, then go to "Premium" downloads because our downloads on gamefront aren't working. Premium downloads means your getting

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Update: Those of you who have access to our SVN server for the Rebellion mod (currently TCA only) will have gotten an update last night. The TCA Nova cannon and Titan factory are fixed and the updates that happened last night include an altered railgun projectile and a few changes to the research window. Also you will find a research that increases ship speeds, the tech tree will be undergoing a massive overhaul in the next couple of weeks!

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I feel like an idiot.... I had the cannonshell referenced in the wrong entity manifest file (one from an early version of my mod...) ARRRGGHHHH!!!!!!!!!!! Alas it is working now lol.

4 Replies 5,980 Views

[quote who="GoaFan77" reply="1" id="3316904"]I have added new cannonshells without issue. Are you sure you added it to the entity.manifest? If so, all I can think of is you either did something wrong or you tried to do something the game can't handle. [/quote] I have the shell added to the entity manifest. and right now it is a literal copy of the tech cannon shell...which still crashes the game. The dev mode doesn't give any type of error prior to the crash, as it

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Has anyone ran into issues with adding another CannonShell (i.e. one for a new race) werein when the shell fires it will dump the game with no errors even in dev mode? I had a custom one with different buffs, and it works fine if I change the cannon shell back to a default one (i.e. CannonShellTech). And what is odd is that even if I do a save-as of the Tech shell, and rename it, it will still dump the game.... Is there a hardcoded amount of shells? or am I missing

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I just love how it looks when you see you a massive slug moving at a fraction speed of light leaving a trail of ionized gases and plasma behind it! Kind of sucks that beams have this kind of stuff already built in...

134 Replies 623,711 Views

yeah, so essentially what I am trying to do is impossible LOL. Oh well, they still look badass....but it just sucks that the entire trail just disappears when the projectile impacts.

134 Replies 623,711 Views

[quote who="CPPFZKrdaxDrkrun" reply="111" id="3314450"]Looking forward to it! [/quote] I was attempting to try and make an affector fade out. But I don't think it is possible. Basically I made slugs that generate long trails behind them as they travel, I wanted to see if I could make the trails fade out after the particles impact (or "die").

134 Replies 623,711 Views

[quote who="CPPFZKrdaxDrkrun" reply="109" id="3314103"]Glad I could assist I played almost since Beta... but didn't start modding until I joined the forums. and I'm still pretty bad at writing entities, but I feel that I have a complete mastery of PF. Any other questions you may have, and I will take the time to answer and explain my answers to you. [/quote] Awesome! Thanks for all your

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About the member numbers... I thought I had joined the sins community pretty late in the game considering I started modding the game fairly soon after it came out!

134 Replies 623,711 Views

[quote who="CPPFZKrdaxDrkrun" reply="106" id="3313768"]Hmmm... let's see... There should be a directory here: Users\"Username"\AppData\Roaming\Ironclad Games\Particle Forge with settings for Particle Forge try deleting all of them and restarting. EDIT: sorry, I just couldn't help but notice that your member number is exactly 190 after mine The forums were so awesome back then... I miss the

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[quote who="CPPFZKrdaxDrkrun" reply="103" id="3309780"] Quoting Makon86, reply 101 Does the particle forge included in the Rebellion install directory just need to be run as is? Like, can you just go into the PF directory, without changing/doing anything, and running the .exe and have the program work? I tried doing that and it just hangs in the task bar, and doesn't open.... Wonder if a windows system restore would help..... <b

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Hey all, just wanted to give you guys an update on Dan and the current state of 7DS. Dan has been "real life" busy with moving companies and what not, and basically working and sleeping with no time for modding. He is also trying to find time to upload the latest TCA beta for rebellion to the website. However! He wanted me to pass along that he has not forgotten about the mod or its fans and is working hard to get some more modding time to bring 7DS further

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Still having problems with PF. I did a complete uninstall/reinstall of sins rebellion through steam. And ran my windows updates (7 64-bit) and made sure the .net framework was at 4.5 (I have 3.5 enabled in windows features). Everytime I run PF from the rebellion install directory it seems to just hang in the task bar, like the PF program doesn't open, but its icon appears in the task bar....Where it sits indefinitely until I exit out of it. Any ideas woul

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[quote who="kreyson135" reply="4731" id="3304157"]Thanks Makon! Test firing it now! Edit... DOH!!! File has not been uploaded yet. Will check back in the morning. [/quote] Sorry man, Dan has just been real busy with a bunch of RL stuff. So it hasn't yet been uploaded. I checked up with him today so hopefully it'll be up in the next day or two!

4,959 Replies 12,508,207 Views

Does the particle forge included in the Rebellion install directory just need to be run as is? Like, can you just go into the PF directory, without changing/doing anything, and running the .exe and have the program work? I tried doing that and it just hangs in the task bar, and doesn't open.... Wonder if a windows system restore would help.....

134 Replies 623,711 Views