Yeremenkos are pure WIN. And the Odessa is going to bring shouts of HAX from the Spess Nazis. ........... Seriously though, the Yeremenko outline alone is making me want to play this mod very, very badly. The fact that the Odessa's drive tubes have a diameter about the same as the Yeremnko's height is also very, very awesome. It really demonstrates the scale difference. .... Semi-oversized
Whiskey144
[quote who="GoaFan77" reply="557" id="2975305"] As mentioned Whiskey is for some reason not being drawn back to this thread like a shark to a bleeding cow like he usually is, thus no one is having a serious debate with you.[/quote] I was out of town. That said, I've ceased caring about this thread. Could somebody ask one of the mods to lock it? I'm short on time ATM.
AND I AM RETURNED!!!! Oh yeah, and it's my birthday today.
[quote who="Pfheonix" reply="4" id="2972079"]Yeah, he got it earlier. We didn't have the CD case with us, we were at my house, and so he decided to register it later and we played a little while. Hopefully this will allow me to just run mine through Trinity and he can run through Vanilla... They're still compatible, right? If I select the "Play Sins" option in the main menu, it will go to vanilla?[/quote] Absolutely.
[quote who="davidt0504" reply="1709" id="2971831"]can you guys make a mini mod and add some star wars planet types in? Please? This is one of the most "mood breakers" as malanthor put it. I hate not having coruscant or endor or manaan or any of these other archetype planets show up.[/quote] SVN Beta. Get it. Learn it. Love it. At least that's what I've heard.
[quote who="GoaFan77" reply="19" id="2971897"]Each Instant Action Type has its own formatting, and ApplyBuffToTargetNoRange requires an effect section at the end. You don't need to use it for anything, but it still needs to be there. That's why you should always look at preexisting abilities that use these types so you see which lines are needed, just don't blindly pick from a list of them and expect them to all work the same.[/quote] In fact, there's a ramming ability
[quote who="ShotGunTM420" reply="598" id="2971649"]My god viper...you've found the most sickly repulsive things that have ever made me laugh. May no one ever experience that in real life...[/quote] I concur........less the laughing part in quite a few cases. That said, in his most recent post, I really like the 1st pic- its something I could totally see a brother/sister or a father/daughter saying. Especially with a younger girl.
From what I understand, it would simultaneously be easy and hard- stupendously so. The ships have no turrets that are used in combat, using either zero- or limited-traverse mounts for their weaponry.........but they also make heavy use of missile weaponry that is easily intercepted by other missiles. I can think of a way to get the missile/countermissile system going, but it's a bit of a kludge and isn't targetable against specific targets. The easy part
[quote who="BloodDragoon" reply="2" id="2971317"]I am beginning to think that it might be better to let those people that have been modding for a while do the work and enjoy the fruits of there labors[/quote] So in other words you're going to beg other modders, who probably have other things that they're working on (like REAL LIFE, as well as other modding projects), to make this for you. ........... Good luck with that .
[quote quoting="post"]would anyone be intrested in trying to build up a mod based off the Mass effect game for xbox 360.[/quote] I'll first off point out that the Mass Effect series is most certainly not for the Xbox 360. It's for the PC, PlayStation 3, and the Xbox 360. Secondly, USE THE BLOODY SEARCH FUNCTION. There's already someone working on it. It's on the FRONT PAGE of the modding forums IIRC. EDIT: My
[quote who="kyogre12" reply="7" id="2970834"]Well, yes, that's what I tried to get into with the part about not being able to use quantum teleportation to communicate at the speed of light. Really, the two problems are interrelated, and that link I gave does a much better job of explaining it (and from a real physicist! ).[/quote] Silly me for not reading the link then :grin:. [quote who="kyogre12" reply="7" id="2970834"]Well, yes, there are theories, in the sense that som
[quote who="Evaders99" reply="1703" id="2970843"]With that, we are taking some artistic license that may not be accurate to the movies. That's just the way we roll.[/quote] Ah, but it's quite likely that it's more accurate to the multitude of portrayals in EU novels and such. So for the nitpickers, you can still say it's a "canon" representation. Either way, I rather like it a lot.
[quote who="BloodDragoon" reply="2" id="2970818"]No offence but you need to take into account cooldown and recharge rate, if it is an ability that acts like a beam weapon then you will also need to take into account the use of antimater.[/quote] That's actually untrue; there are plenty of vanilla Sins active abilities that cost no antimatter. All of the Arcova and Seeker scout frigate abilities are antimatter-free; the Jikara is the only antimatter-bound scout as it also functions
[quote who="StatusIpod" reply="4" id="2970791"]This all means they will come a time when communication bandwidth won't matter, in the sense pings below 5 for all locations regardless of whether u r playing sins from pluto. This technology could connect ISPs all over the world and create a new lighting fast quantum broadband.[/quote] [quote who="kyogre12" reply="5" id="2970809"]Thread necro aside , that won't work. Sinperium is mostly right, except for one important thing.[/quo
[quote who="8Tarkus8" reply="1700" id="2970746"]Wow you made a polite answer there. Nice too see one from you, finally.[/quote] O RLY? [quote who="8Tarkus8" reply="1700" id="2970746"] http://oi56.tinypic.com/5a3wvp.jpg http://oi56.tinypic.com/2i7pxqa.jpg close fight, because my ships came out from hyperspace jump. Ok, I don't want fighting to be THAT close, but at least closer than previous screenshots I've showen.[/quote] And as has been noted by dev
First off, I'm going to say that fighter weapons should have the range that they do in the mod, because the capital ship and frigate flak guns have fairly long range- if the fighters had weapons range short enough that they had to see each other clearly......then they would be completely useless against proper warships. That said........IRL that's a lot like how it would work. There is no horizon in space, so a laser or missile has stupendous range.....which dict
[quote who="8Tarkus8" reply="1695" id="2970672"] Also, watching TIE Fighters one shooting X-Wings which are not even visible isn't realistic at all...[/quote] It actually is .......at present, all weapons technology is biased heavily towards offense. If you're hit, you're dead. In Star Wars this is tends towards being very true on the fighter scale.....fighters can dish it out, but they can't take it. Capital ships are obviously quite different, but in
[quote who="KrdaxDrkrun" reply="1256" id="2970628"]Your walnut is slow.[/quote] Your face is a walnut.
[quote who="KrdaxDrkrun" reply="1252" id="2970533"]I see 52. I just gave you one so you should have 52 also.[/quote] Nope. I see 51 for both of us.
[quote who="8Tarkus8" reply="1688" id="2970610"]So, back to the main question, is the development of this mod still alive? It's a great mod, I enjoy it a lot and, if you put Star Wars music on the background while playing, it's really like being there with the ships in the SW universe, like you're living it. Not even Star Wars: Empire at War made me feel like that.[/quote] As noted above your post, the mod team is still developing, and the current version is no longer supp
[quote who="Twilight_Storm" reply="1247" id="2970477"]Sigh...well, It's my birthday today, and since all the facebook people have the opportunity to drive meinsane with the same post over and over again, I figure it's only fair to give y'all the chance as well. [/quote] I decline to wish you such, as you are already having issues coping with it. [quote who="KrdaxDrkrun" reply="1246" id="2970464"]I have one more karma than you.[/quote] No, we have the
[quote who="KrdaxDrkrun" reply="3" id="2970454"]It's the space ponies![/quote] THIS.
[quote who="KrdaxDrkrun" reply="1244" id="2970453"]Now we are just having discussions about an emo kid's personal life.[/quote] Which is kinda sad really. RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE [at whiny emo kid]
[quote who="Volt_Cruelerz" reply="13" id="2970215"]improveSourceRresearchSubject "RESEARCHSUBJECT_WEAPONDAMAGE_WAVE0" in the ability file. Any ideas why?[/quote] It's elementary, my dear Volt. You've added an additional "R" in "improveSourceResearchSubject".
[quote who="1kingbarton" reply="1228" id="2969821"]https://forums.galciv2.com/410540 Hehe Hoohoo Haha.[/quote] Generally speaking, the denizens of this thread have no idea what you're talking about in the linked thread. It's because that's GalCiv2, and we post (for the most part) from the Sins of a Solar Empire forums.