cloud04

cloud04

Joined Member # 1331503
3 Posts 42 Replies 5,877 Reputation

To hotshot, do you know how railguns work? most likely not, your not firing a bullet, it contains no explosives, no gunpowder, nothing of a mordern gun. It uses electromagnitic fields to propel a projectile up to mach 16. It also uses no moving parts. Also the current railgun tech on earth is quite amazing, even though the highest one we testet wasnt near the one they want, the projectiles being made for it are quite cool, you got a tungsten rod as a plain projectile and you also got

270 Replies 761,180 Views

First off, this post is talking about the future so try to keep current politics out of this, we dont want a spam war on who is better for the upcoming presidential election. I can't remember who said earlier in this post about Fusion power, but he is correct about fusion except a few detials. Fusion power does create waste, however it is only radioactive for about 10 years (alot better than current fission power). Also it wont be 50-100 years till we have it. I can't remeber

270 Replies 761,180 Views

I would like to see them add in support for modders to be able to have strike craft squadrons be purchased with Credits, metals and crystals and as well anti-matter (which is current in the system). This is the main thing bugging me and of course the weapon limit on ships (3) and the ship construction limits.

33 Replies 24,597 Views

the sub title basically asks my question, I have played around with this problem for a week now, I dont know if im missing something or if it is impossible to do. Wondering if anyone else has had luck on figuring this out, cause I think it would make for a great gamestyle mod im working on that puts more emphesis on carriers by making the squads do more however cost credits and metal and even crystal. Also, any word yet on the ability to be able to have more tha

1 Replies 2,956 Views

Agreed! Just like manshooter said, do not derail this thread of the topic of nazis vs commies. This is my first time posting on this forum, I was a huge fan of this mod for EaW and I would like to see it stay on topic. Also, since shielding was brought up (this is relevent to the topic), currently Israel and the US have developed a semi-like shield. It is a turret defense system that shoots a electromagnatic pulse at incoming projectiles that are armed with explosive warheads

558 Replies 1,151,602 Views

Im ganna have to agree with Shadow here, its most likely a file that we dont have yet or its located in a file that we havent found yet, both are big possibilities

24 Replies 12,905 Views

thats what i thought, any chance on revealing how to add in new ships, fighters without overwriting current ships?

24 Replies 12,905 Views

TXT onlyLoadOnDemand FALSE brushCount 146 brush name "HUDICON_CAPITALSHIP_TECHCOLONY" content "States" Disabled fileName "Unit_Hud_Disabled" pixelBox [ 6 , 224 , 47 , 33 ] Pressed fileName "Unit_Hud_Pressed" pixelBox [ 6 , 224 , 47 , 33 ] CursorOver fileName "Unit_Hud_CursorOver" pixelBox [ 6 , 224 , 47 , 33 ] Focused fileName "Unit_Hud_Normal" pixelBox [ 6 , 224 , 47 , 33 ] Normal fileName "Unit_Hud_Normal" pixelBox

24 Replies 12,905 Views

Well I found out some interesting things: 1) The reason I couldn't get it to work was as you said, i tried having more than two "squadtypeentity" on a ship (I hope that changes) 2) after I got that to work i realized that my interceptor hud icon was a dunov battlecruiser, found that the pixel box things i spent so long editing were not what i thought and were file info on what pic to use.....doh!! 3) After fixing that it worked great, however i experimented and have a

3 Replies 4,578 Views

I dont know if this has been said yet or not, but: 1. If you could add in this next patch or a later one the coding n such for strikecraft to cost money. I like the idea that you get the squadrons for free and they regerate overtime, however I would like to see this code added in for mods, where a modder could make the player have to purchuse the squadrons, or this could be implimented in the game now, the squadrons would repair themselves overtime, however you have to pay for them if

1,040 Replies 570,120 Views

Ive been trying to add in a new Interceptor into the game, using the fighter base files and moddifing the names and creating new entries in all the nessesary areas, yet i keep getting minidumps. Does anyone know how to add in additional ships without overwriting current ones?

3 Replies 4,578 Views

Your desktop can run sins just fine, im currently running the beta at the max settings with little or no lag issues with my: AMD Sempron 2800+ (1.6ghz overclocked to 1.8ghz) Nvidia 6800 GT OC Ultra 256mb 2gb of ram Of course when I go to play it online, I turn the settings real low, cause it does lag alot with settings on high for me, but i am able to play the huge maps no problem.

15 Replies 23,915 Views

Sorry Alaric your partially correct. It is true the game got canceled for PS3 for now, but they are hoping to finish it later this year if they have the money to because It got canceled not due to compatibility issues but because THQ had a bad profit year, I mean bad, they did not just cancel this game but tons of others and they even closed down some of thier game studios, no lay offs yet but it might happen soon. The reasoning as well to cancel the ps3 version is because sinc

20 Replies 1,301 Views

They are neutral colonies!! If you look at that one screenshot not to long ago that showed the galaxy creation, on there theres a spot where it says neutral colonies and how many you want on a map. Of course this is what I think they are, the question is, is it and if they are does that mean the whole new diplomacy interface allows you to trade n such with them??

18 Replies 22,004 Views

The way to make sure the game stays balanced, is of course dont mess with the current setup, use it to our advantage, lets say a minbari sharlin class war cruiser costs x amount, ect... and uses 1 cap ship slot and 60 fleet slots, while an omega would use 1 cap with lets say 35? fleet slots. All we have to do is get this in place and the game can be easily balanced from there (after balancing weapons )

311 Replies 485,362 Views

That list I put up is the list of ships, ive done stats for, not what i was ganna add in. As for my modding skills, im not a great texture or modeler but text based stuff i can do. Right now I have been taking my stats and converting them into the format that the current Sins ships are in, yes I am writing the code..... As for the Minbari, they can be easily balanced, I know they dont have a great big shiplist to choose from and their ships are massively powerful, thats why

311 Replies 485,362 Views

Well sorry bout doublepost, but for some reason it wouldnt let me edit. Here is the ship list i got goin, with stats (not included in this list) for each of the ships. EA: Frigate replacements: ---“___” colony ship ---Oracle-class Scout Cruiser ---Hermes-class Transport ---Tethys-class Cutter ---Sagittarius-class Cruiser ---Olympus-class Corvette ---Artemis-class Heavy Frigate ---Chronos-class Attack Frigate Cruiser replacemen

311 Replies 485,362 Views

1. How many playable races to attempt, and which ones? The 4 main ones at first, Earth Alliance Minbari Centuari Narn 2. How many ships per faction, should ship roles/designs and numbers be based off the existing Sins races or not care? Definately have to do the ones from the show we see, then add in others. 3. Which general era of ships to use for the Earth Alliance? Third Age to early crusade 4. Should capital ship mechanics rema

311 Replies 485,362 Views

This has been brought up before, however I think this might be the best way of making it work. I love the Gas Giants in the game; however I do not like the idea of them being un-colonizable. I know of course technically they cant be, however I believe they should, my reasoning would be like that of star wars, orbital cities. To make them colonizable, I wouldn’t give them population points or even that many logistical points, but tactical points, yes they should get some. I would say

36 Replies 68,458 Views

After playing the beta for awhile, I have come up with an idea that would work and would make things a lot easier for long distance travel from star to star, planet to planet. Also another idea that uses the home system capital and add a Imperial center. 1) I don’t know if this has been mentioned yet, but what if the game incorporated jump gates. By jump gates I mean a way of travel with the current lanes system. The jump gates would act as a near instantaneous travel between

5 Replies 19,026 Views

Paradoxnt said: The Battlecruiser should consist of a ship that has the weaponry of a Battleship and the armor of a Cruiser/Heavy Cruiser. Thats close to true, ya forgot about the speed of a cruiser as well. The concepts of the big ships if using todays standards are: Dreadnought : Slow, most heavily armored and armed ship, lots of guns, both small and big. Currently lacking in the game so far. Battleship : moderate speed, heavy armor and

26 Replies 26,682 Views