mostly80

mostly80

Joined Last seen Member # 4480651
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It's not dead. I'm still working on it, albeit very slowly. The Gorg are being added as a playable race rather than just pirates. The Swarm are being re-invented for the 10th time, the idea is to have a several huge capital ships (Swarm Queens) that spawn out smaller ships with a limited life span. The majority of the models are being replaced. There is no release date for the next version yet.

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Here it is then, the latest version 0.9. It's still far from complete, the incredibly initial slow game play is the main concern, but hey space exploration is a slow process. Research trees still need work, abilities need to be added to the Swarm and they have been removed as a playable race. Maybe in the next 3 years I'll sort it out but until then enjoy the unfinished product. Download Link available on the front page. Any constructive criticism i

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I kinda forgot about it too at the end of last year I'm sorry to say. I've started on it again in the past week. I've had a change of heart about the Swarm for the tenth time. I'm looking to replace the current models with just a few organic looking huge leviathan type creatures. However, my modelling skills aren't up to the task so I'm looking for some help with that. The Zerg leviathan ships from Starcraft are the kind of thing I'm working towards. Can anyone hel

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Cool, thanks Barn0. I've made loads of changes. The gameplay is still very slow, it takes a couple of hours before the Gorg show up and start to give you a major headache, and then it's hours later until the Swarm make an appearance. However, I know most people won't like that but I love it. I really enjoy the slow building up and exploring phase of the game and then all of a sudden aliens show up and it's all out war to save the human race. The humans look gre

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It's going, slowly. No release date yet, but will be in 2014. It will still have a load of unfinished aspects. This year has been unexpectedly very busy with work and family stuff, so the good progress I was making at the start of the year has slowed dramatically. I'm probably going to release it as a beta. Then hopefully have a final release in 2015!!! 😵😲

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Hi MajorVader111. There haven't been any updates recently because I've away from home on business quite a bit but in the last week I've managed to progress the mod a little. Still no definite release date as there is still some work to do. I'm working on a huge map of the Orion arm which is looking really cool. There are over 200 planets spread over 16 star systems, and it's still growing. I'm currently trying to change the way collecting re

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Did anyone ever get this to work? I'm trying something similar. I want to give planets an ability that gives resources to the owner. It works when it's applied to owned planets but if it's applied to neutral planets then it causes a mini-dump. I'm assuming it's because the ability is trying to give resources to a planet owner that doesn't exist. Is there anyway of applying a constraint to a passive ability?

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Sorry, I don't think that is possible. Good idea though, could have some interesting applications. I'd use it to select what type of government my race has, with different bonuses and penalties as seen in Galactic Civilisations.

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That's a good idea psychoak, but doesn't it make invading enemy ships try and attack the invisible asteroids, do they not get preoccupied with trying to destroy invincible objects Outside the gravity well? Haven't had a chance to try it out.

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How about using it as an active ability and using the autocast and use anytime? Give it a short time elapsed counter so it repeats itself on a regular basis. As for the point WOEaintME makes, you could make a passive ability on your starting planet that gives both resources. That way you'd have a steady stream of all resources and would never end up in the vicious spiral where you didn't have enough resources to cast the ability but then had no way of gaining those resou

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That's exactly what I use it for. I've got a really expensive refinery structure that every so often gives a load of resources to the player. If you only want metal OR crystal I suppose you could make the ability cost a certain amount of crystal or metal and then match that value in the buff? That way the metal or crystal cost would cancel each other out and you'd end up with the other resource amount only. Not sure if there's a metal or crystal use ability cost

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Yep it's possible. The buff you're looking for is below. Just add your own resource amount and finish time. TXT entityType "Buff" onReapplyDuplicateType "PrioritizeNewBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable TRUE isChannelling TRUE numInstantActions 0 numPeriodicActions 0 numOverTimeActions 1 ov

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Textures have always caused me a major headache! I've lost count of the hours spent trying to figure them out. I've reduced the quality of the Zerg textures to improve performance due to the large number of Swarm ships that end up in play. I think that may contribute to the blurry look. I think they still look good enough in the game even with ship textures set to low. I certainly didn't notice the texture quality when a huge Hive fleet arrived, scared the shit out

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Just a quick update. CRITICAL SYSTEMS I've added the possibility of critical systems being damaged to all Human and Gorg ships. This means that if a ship sustains a certain amount of damage then there is the possibility that while damaged it could have reduced weapon capability, or reduced speed and maneuverability, or even be completely crippled. REA

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Ok, a couple of things! Why have you asked this in a thread from 2008 about an unlimited resource mod? There are the pinned posts (the top entries on this forum) which are clearly labelled to help modders. Sinperium's "An idiot's guide to preparing for sins modding" is an obvious starting point. Please try and search the forums for answers first before posting.

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Hi guys, Only two races, no titans yet but have used the hero unit idea from the x4 mod for the humans. They can summon special ships with unique commanders very late in the game. The Swarm will be getting a Titan, in the form of a Swarm Queen or the Hive mind (I haven't decided yet). I really appreciate how interested you guys are in the mods progress and it does keep me going. Unfortunately, work is really busy at the minute and as a result family time is taking priority

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Ok, it's probably something in the galaxyscenariodef file that you've missed. I'm away from my computer at the minute so can't check but when I was struggling to add planets it turned out to be the planetorbit or something similar at the bottom of the galaxyscenariodef file. Make sure you go through the full file and if you can't find the problem then post the file here and I'll take a look.

4 Replies 6,406 Views

Hi, I'm trying to change the planet elevator cars for a specific race, (they're the little ships that fly from planet elevator to planet elevator, giving the impression that the planet is busy and populated). I've found the PlanetElevatorCars texture file and the planetelevators.entity file, but can't seem to figure out how to change the little cars and make them specific for a certain player. Any ideas?

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Hi Barn0. I'm really happy with how the mod is going. I've added loads of new features, ships and structures, which has created a lot more work for me but it's improving the gameplay and overall experience. I never completely removed the buy/sell crystal option, only the mini window. You can still use the hot keys to do it. I've no plans to change it. Hopefully the new changes will keep your stockpiles down as there's plenty more to spend your resources on!

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