[quote who="myfist0" reply="1" id="2690502"]Sounds cool. Ima collecting lots of voices from other games. Star Craft has a bunch I am putting in my mod. Have a listen to my TEC radio voice overs using real military pilot recordings. What type of music are you looking for. My library has loads of movie OSTs. Check out my Sins of Humanity Soundtrack page and preview a few of mine. [/quote] So ya, I'm going to want something a little dark or forboding with the P
ZombiesRus5
[quote who="Syneptus" reply="9" id="2690957"]You don't have to use the logo until you actually post the mod... I can make it smaller if you want... and if you would rather use it, I updated the picture in my thread's header to include all of the transparencies. Myfist0's has no transparency in the middle. [/quote] Not a problem, I will be using the particle effects you already sent. Just trying to set this page up is all. [e digicons]B)[/e]
[quote]First I want to thank you for doing extensive testing on this...[/quote] Thanks by the way. Assuming we are correct and all indications seem we are this is really a change that should go into the next patch release for Sins. [quote]Secondary buffs that have been suggested include: Hull regen Shield regen Shield mitigation Damage reduction Reduce enemy accuracy/weapon cooldown Disable linear engines of aff
[quote who="Alexrose" reply="7" id="2690771"]anyway you could post the 2 cultures. well like capital ship of the 2 cultures your maknig so i can get a better idea of what your gonig for. or all your ships your making and which of the two they are? [/quote] I understand, I'm just not quite ready to post pics of the fleets yet as I might make some changes. I'll PM you a location that has several of the pictures.
[quote who="Alexrose" reply="5" id="2690626"]hey zombie, you need any possible help? i could come up with some ideas for ships and stations. cannons / guns. send them to you and you can edit it some. etc etc. [/quote] Hey Alexrose, This is a good community and I would accept and give credit for any help provided if incorporated into the mod. Here is an example of the Plague Colony capital ship <a id="ctl00__Content__RepeaterReplies_ctl10__LinkNumber" href="https://forums.sinsofas
[quote who="flankers1010" reply="1" id="2690533"]also, is the ability effective on all units in a given radius, or is it targeted? also, is it channeled or non-channeled? [/quote] Applies the buff to a single Target (Frigate or PlanetModule) with a range of 6000 and it's not channeled. AbilityCrippleAbilities.entity: buffInstantActionType "ApplyBuffToTarget" instantActionTriggerType "AlwaysPerform
No. (Also, you can download the textual version of the reference files converted by Harpo9999 from http://soase.weebly.com/convertdata.html ) From the Interference BuffCrippleAbilities.entity: stackingLimit 1 Enjoy.
[quote]Expand on what?[/quote] Well... you made a statement, I asked you to expand on it. Which you did. [quote]Did I help? lol[/quote] Must everthing end with lol now?
[quote]Sounds cool.[/quote] Thanks, I've been working on this for quite some time now. I hope to add more content here and on my wiki page as I get closer to an alpha release. This is my first venture into modding so I've been having fun. [quote]Ima collecting lots of voices from other games[/quote] Cool, check this out as well as the Sins of Humanity soundtracks. Thanks
[quote who="Syneptus" reply="34" id="2690484"]cool ZombieRus5, I have been having some upload problems. Expect the rest of your effects soon. [/quote] Cool, I've seen you've had some issues you with your comp, so I was just waiting until you were ready to re-engage.
[quote who="myfist0" reply="33" id="2690472"] Hows this 1 with a link to this thread. PNG is better quality than GIF [/quote] Sweet! [e digicons]:thumbsup:[/e]
[quote]I set the time interval to 1 millisecond (I'd be interested to know which time interval you choose) and the ability seems to be working[/quote] I set my version to 2.5 seconds with the following reasoning. The minimum cooldown on weapons is 4 seconds on ships. A value less than 4 seconds made sense. The minimum actionIntervalTime I found in the core sins files is 1.0 second. I'm assuming lower values may cause more actions to be performed than nece
Hey Syneptus, Can you create a logo that's about 1/2-1/3 as small and blends better with the black background. It's a little overwhelming but I want to honor your request. Or..., if you would allow your avatar to substitute for the logo that would be cool too (I like it more personally). Thanks, ZombiesRus5
<img src="http://button.moddb.com/popularity/medium/mods/
[quote who="Aractain" reply="116" id="2690350"]Verts are more important anyway (and don't lie to you if you use non tri polys). [/quote] Are you able to expand on this. I was thinking about posting in myfist0's thread but if you can help that would be great. I've seen some general statements in this regard but would like to know more.
[quote]THIS is a modified version of my first ship i made......as you can see....big changes. did all this in about 6 hours =p poly count in triangels is um.....24952[/quote] Yep, that triangle count is getting pretty high.
The vanilla sins files can definately be downloaded from the http://soase.weebly.com . Any editor (including eclipse) can be used to edit the files once you get the textual versions.
It might fit in the modding section. You could use that as a way to express your modding ideas. I'm always interested in new ideas. Additionally you could try modding yourself. Look here for a good start: http://soase.weebly.com/ - Make sure to find the section under modding to download the complete reference files If you are adept with development tools like eclipse (editor and development tool) or just good at fi
Whomever designed the Pact system for Diplomacy either needs an award for completing this so quickly during the public Beta or needs to be scolded for designing such a modder unfriendly framework for what is a fairly moddable game. At the current moment I am for the latter. [e digicons]:thumbsdown:[/e]
[quote]Let's think about that situation...if you have two Radiances overlapping with animosity then that means they are very close and therefore you still have a limited range...enemy ships still can move and still can FF on whatever they please once they are outside the range of either Radiance...if you use both Animosities at the same time, that's a clear window of 40s where they are just as vulnerable as before...if you stagger the animosities, you are still limited by the very short range
There's an infinity symbol next to the build menu that control whether structures are auto-placed or not.
@myfist0 I have some new updates to my Sins of Solar Empire code.google.com project ( https://forums.sinsofasolarempire.com/380774 and here Project Home ) that you my find useful to link from your weebly. The first is the Ant Tools and Eclipse Plugin for Soase. The second one is a Wiki representation of the Soase source file definitions i
[quote] Edit; 1 thing that may or may not need to be added, as you know my understanding of this is pretty basic, could be missiles and torpedoes to the objects. I am not sure I understand this correctly, are all the objects basically the mesh's in game?[/quote] I'm always open to add new functionality. Maybe you could describe this a little further as I'm not sure I'm fully following you here.
[quote]I wish I new more about programing, I don't really understand all that syntax stuff.[/quote] I understand. The wiki syntax pages are mainly to show what structural elements are allowed in entity files and what the allowed values are. For example, Looking at the Frigate entity syntax you can see the elements and the types of values they accept: Enumeration(Constants), Boolean, Decimal, Integer, Particle, Mes
I'm not sure your explanation of how this ability will work in multiplayer is quite correct. A simple scenario is I won't just use one Radiance to exploit this ability, I will use at least two overlapping the majority of my fleet. Not to mention the two Radiance overlapping will grant the same repick target and chance to not be optimally targetted to each other. I'm not sure we want to create nearly invincible fleets with a non-ultimate ability. I believe I have a simpler so