[quote]This forum needs a freaking SEARCH FUNCTION! If i see yet another "how do i do this" topic again. When someone else asked the same question 2 topics down...[/quote] Ditto. Plus if we could get relevant topics stickied versus the sorely outdated ones....
ZombiesRus5
[quote]Various ships and whatnot from Dawn of Victory. [/quote] Thanks for posting these. This mod looks really good and I'm looking forward to playing this when it's completed. I really like the ideas you are implementing to change the gameplay such as the damage modifiers being more realistic (assuming thats still applicable).
[quote] I'll just go with these 3 for now. This is a near complete model without any turret points... and I'm noticing something that I'm getting better at the models that I'm doing, So far this is the most complicated design I've done and I do have to say I'm very happy with the way it's turning out [/quote] Very nice! I really like this design.
I like the idea of nerfing LRF's and other cap ship counters somewhat. LF's already do a good job at killing a capital ship and they do 50% damage (they just die quick to LRF's). It seems LRF's could have the same damage modifier as LF's and still get the job done from a distance. Here are my ideas for tweaking capital ships to fit their roles. Increase target counts per bank for capital battleship and capital siege. I know original Sins didn't have target counts per bank, how
[quote who="Shunmaha" reply="89" id="2679664"]WOW! How Long do modeling these usually take? ..Not the Mashup new design for the Egg.... [/quote] Long Answer: For myself, I started for the first time with any modeling tool about last August '09. My only background is computer science and math and can't draw to save my life. It took a couple of months of going through the Akira tutorial that used to be on this forum and danmangames to g
Cool, your welcome.
Here is what I put into the base sins mod folder as an example (worked for the expansions too). Maybe it will help narrow down your issue. http://dl.dropbox.com/u/5790092/Temp/Portraits.7z
Blue Arcadia - Lots of spheres and turrets somewhat lacking. Improved blue arcadia with spheres removed, turrets upgraded and missle launcher added. simple textured applied: <img src="http://dl.dropbox.com/u/5
[quote]Are you going to use the Blue one?[/quote] No, not personally. Although after looking over the Green Arcadia model I see some simple improvements to my Blue Arcadia model I should make (choice of primitives and some detailing I can do). I'm off the rest of the week and may take a stab and them and see what you think. - Edit: I'm not sure if I could texture it worth a darn, but the model is taking better shape (<a href="https://forums.sinsofasolarempire.com/374
[quote]Yes that ships is a very good representation of the battleship the "Arcadia" by "Thousmin".From the Manga anima series.[/quote] It made me cry when I compared it to the Arcadia I had attempted to modeled ( Arcadia Light ) [e digicons]:'([/e] Thousmin's version is nicely detailed and fun to look at. [e dig
Any luck? I tried the Portraits/Textures listed above for Vanilla and Diplomacy and it appears to work in either case just fine.
[quote who="therealjcool" reply="104" id="2672187"]Sweet! Downloading... [/quote] Very nice on the pirate battleship [e digicons]:thumbsup:[/e]
[quote]If it is possible, would anyone be able to explain how, because creating a mod (titled 'Portraits') with only a textures folder containing them doesn't seem to work. I've also tried adding the relevant files from the 'Window' into an identical folder within 'Portraits'. Still no luck.[/quote] So your mod named 'Portraits' looked like this? You really shouldn't need a Window directory if the texture file name does not change. Also if you use Gimp this process works just as well
Are you playing the Diplomacy expansion? If so, did you have diplomatic victory enabled? This victory type is based on diplomatic point accumulation and could cause an early defeat.
[quote]Hi ZombiesRus5, v1.182 of Maelstrom is about 2 month's old. It was our intention of releasing v1.191 which is almost complete. v1.191 mostly includes re-balancing of the new players both in fire power and also their ability. Their is also an expansion mod for Maelstrom (i.e "Maelstrom Expansion") which will be released soon. It emulates the Starbaseof entrenchment by introducing a Capital Ship called a Dreadnought. Once the Dreadnought has gained sufficient experi
What are you not understanding then? If you aren't adding new factions/races then it's still fairly straight forward and follows similar modding rules as Entrenchment. If you need help with Diplomacy Pacts with new factions/races I can help answer any questions you might have.
[quote who="loooseer" reply="9" id="2667323"]Can I use it with v.1.191? [/quote] Yes, Vanilla Sins = v1.191. Check it out. It's one of the few mods you can find for Vanilla Sins right now.
[quote who="busta191" reply="2" id="2666611"]Is this for vinilla sins or for entrenchment/diplomacy? [/quote] It's for regular (vanilla) sins, no expansions. I just downloaded it and tried it out real quick.
[quote]I've had a quick look at the GameplayConstants values in the final section, but I couldn't find any that dealt with the base modifiers for dislike between different factions.[/quote] The modifiers you are looking for are in the PlayerXXX.entity files. raceRelationsModCount 3 raceRelationsModifier raceRelationsModRace "IDS_PLAYERRACENAME_TECH" raceRelationsMod -1.000000 raceRelationsModifier raceRelationsModRace "IDS_PLAYERRACEN
So I have two new races I am modding as add-ons to the game and wanted to move my wip mod over to diplomacy so I could add race specific pacts I have defined. My problem is it appears that alliance types are hard coded to existing pact types only. I can setup my race specific pacts to re-use the existing alliance types which wouldn't be too bad, but... The "Manage Pacts" screen under the diplomacy section is hard coded to show the pact names f
Sorry, I'm at work and can't test anything, but I have a couple of comments/questions. The ability is setup with a 25 AntiMatter cost with an instant action to apply the buff on weapon fired. Is it possible the BuffTransphasicWarhead is finished prior to any onWeaponFiredFired event occuring due the lack of a duration? Does this work when the ability is changed to a passive versus anti-matter for useCostType? If so, maybe it is a timing issue. You mentioned you tried v
I know you are asking about hud icons and y ou may already have this down pat for buttons, but here is the process I use to put custom images into the button files. https://forums.sinsofasolarempire.com/381494
You are correct. I haven't built any meta-definitions for the GalaxyScenarioDef file. I will have to look at that and see if it fits in the tool. Thanks
Nice work! Here's some more stuff they have missed... Missing sounddata entries and miss-spelled effects (Entrenchment 1.051) . Not as neat as yours but still bugged me.
[quote]Yeah, 100MB isn't enough. But how did SoA2 do it? As far as I know, they have the whole mod hosted there. Or are only the unlimited downloads restricted to 100MB?[/quote] It's only for the download section. 100MB uploads upt to a 2GB limit. The repository is a seperate 2GB limit so they can host their whole mod there. [quote]I guess I should have clarified about how the build.xml is confusing me. How do I use it? Is it in Eclipse somewhere?[/quote] In th