Makon86

Makon86

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

Thanks! Well in 7DS, the TCA is like the formal "military" of the traditional TEC, so thats why part of the design is inspired from the Kol. The long shafts on the one side are the (very) large anti-capital ship/structure railguns. EDIT: Was also going to include that the bridge on the opposite side of the hull contain broadside firing gauss batteries, and strike fighter hangars. The front extrusions are TEC/TCA beam cannons, along with two forward firi

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Guess I will throw this on here.... This is the TCA's Centauro class capital ship destroyer, from the 7 Deadly Sins mod. I think it is something like 3k triangles. Don't have an in-game screenshot, but it is in there lol.

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[quote who="RHEmpire300" reply="4454" id="3123112"]okay, ill get one with porous, dense, and normal. and the thread is here https://forums.sinsofasolarempire.com/421480[/quote ] Use colored skyboxes so we can easily see the gravity wells. And if you haven't made a post on our forums (danmangames.com forums) yet, please do so. We will look into this and thank you

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If you set up a mesh/model to fire from directions that don't have hardpoints (like you had set up with the LEFT and RIGHT damage banks), it should still work....however the projectiles/weapons/whatever will fire from the center of the ship and look really weird. I had this happen to me when manually hardpointing a mesh and getting it in game. You can add hardpoints by opening up the mesh in notepad. They are set up like a matrix (not the movie, the mathematical one),

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[quote who="G_Bison" reply="4440" id="3120293"]Noice! Now how bout that Star Blazer mod...(Space Battleship Yamato). [/quote] I just looked up a pic of that ship. Looks pretty epic! We have something (vaguely) similar already in there. It is one of the Rogue capital ships, that literally looks like a space-faring battleship. [quote who="Ren_Dhark" reply="4441" id="3120439"]I like what i have seen hehe [/quote] Glad you enjoy i

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Currently the Beta6 is available for premium members (we are working to release it for free members atm). I will check with Dan on an ETA for the free member Beta6 download. Sorry for the confusion! EDIT: There will be a "revised" beta 6 which addresses some critical issues and host of balance changes/fixes. This version will be released to both free AND premium members at the same time. Will get back to you on an ETA for the updated beta6. EDIT 2: Th

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No problem man. Yeah basically you do the following: In the galaxy file (for the map you are editing) you increase the meters per galaxy unit value by any factor (I believe I multplied by 7x). Then in the player.entity file, you increase the base warp speed by the same factor. The other warp speeds are based off of the base speed, so those will modify themselves. This should preserve the "transit time" while spreading everything out. Oooh I got some Kar

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[quote who="Lavo_2" reply="4425" id="3114969"]Little off topic, but you've been able to reduce/eliminate placement lag caused by large/close by planets by increasing the scale of the maps? [/quote] Yes. The "placement" lag was caused by sins loading the gravity wells (placement grids) of ALL nearby planets within VISUAL range. By visual range, I mean you can physically see the planet mesh. By scaling the maps to such a degree where you can no longer s

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I would like to specify that the map resizing was done mainly to preserve the "feel" of original sins where you could not physically "see" an adjacent planet if you were zoomed into a planets' gravity well. Instead, you see an icon, and the planet mesh appears when you get close to it. All warp speeds for all races were increased to compensate for the increased distance. As a side effect of all of this work, there is no more lag when trying to place structures (as stat

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[quote who="SivCorp" reply="5" id="3112612"] Quoting SemazRalan, reply 4 7 Deadly Sins Beta 6 for Entrenchment will be released soon for public, it's available atm for it's premium members to thank them for server assistance. There still on entrenchment?!? wow. If the Vasari get a warp-able star base, the death star would be perfect for that [/quo

18 Replies 92,832 Views

Fix capitals: +3 armor for all Advant/Vasari caps, +2 armor for TEC (the tec gets more armor researches right? I can't remember, its been years since I played vanilla sins LOL) Increase the amount of hull, shields, shield mitigation, armor, AM, AM regen gained PER level. That way, later in the game, you get stronger caps. But they wont be OMGWTFPWN mobiles in the beginning. And nerf-bat LRM frigates....why hasn't this been done yet in 3 years?

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Coming soon to the TCA player: Alternative research paths! Hull researches are being completely reworked to add more depth and "thought" to the research instead of just mindless clicking to max out everything. Now you will have two choices for hull upgrades: 1) Active repair modules (basically passive regen on roids) will boost your passive hull regen to the point where you can "tank" a fair amount of incoming damage, at the expense of total hull HP</p

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As Thoumsin (Fileosoft on our forums) has stated, all new people wanting to play 7DS must register on the danmangames website www.danmangames.com , and proceed to the FREE DOWNLOADS area. There you can download the mod and enjoy. We do not get paid for the countless hours of our lives we put into the mod, so we do not expect people to pay to play. That said, there is a donation area, which goes towards hosting the website. A do

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[quote who="SemazRalan" reply="4276" id="2976609"]One thing that might improve TCA, which is the military side of the Trade Order, might be researching a few items that decrease ship cost -call them subsidies by the Trade Order to slightly offset the rising cost of freedom and humanity's continued existence. Tier 6 or 7 of course in the culture area perhaps.[/quote] We have already implemented something that sort of accomplishes this in a different way. It is a tier 6

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