myfist0

myfist0

Joined Member # 3982443
15 Posts 962 Replies 1,880 Reputation

[quote who="Dark_Ansem" reply="4634" id="3436899"]what is planned for new updates? new particles, for example?[/quote] Way to much stuff to list here, but yes, a few new particles, model improvements, lots of strings, balancing, DOM and ROM were both buffed, errors that only people wit the 3rd eye actually found. http://www.moddb.com/mods/sacrifice-of-angels-2/images for a lot of new stuff. <p

5,100 Replies 12,726,616 Views

[quote who="JimPeck" reply="4618" id="3432349"]On the plus side.... I love the shadows! Did something change concerning them? They just seem to show up so much better.[/quote] ya, that was 1.80 patch I think, one of the recent ones did improve them. Jim, can you join our group http://steamcommunity.com/groups/ST-SOA2/ or pm me your steam ID so I can walk you through getting on the team's REPO?, w

5,100 Replies 12,726,616 Views

[quote who="starkers" reply="1888" id="3432234"]Anyhow, I'm off to see if I can effect a climactic change. [/quote] I'm sure there is a 'conspiracy theory' in there somewhere [e digicons]:-"[/e] Always great fun to read Starkers [e digicons]:thumbsup:[/e]

2,913 Replies 9,300,943 Views

[quote who="ParadePartizan" reply="4614" id="3432217"]Any ideas?[/quote] Bugs the hell out of me as well, I have also experimented for a long time and found no good results. They probably did change it for the new corvettes. If you find a good solution, please let me know. EDIT: I forgot to mention that we added a few abilities that must face forward to use, so, like the Galor's main spiral weapon ability s face forward, the ship will stop its run and turn

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Our mod works with or without the 1.82 bEta. So 1.80 or 1.82 is fine for Rebellion versions. It is only stock game balance changes mostly. https://forums.sinsofasolarempire.com/450865 The recent SOA2 patches are only good for the newest current Full Release on the download page you should have 0.6.8 Full, then patch with 0.6.9 overtop, should ask to overwrite files, choose yes.

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Each race would need its own entity for the ship that could call the same model/mesh Make a copy of the entity for that ship eg GameInfo\CAPITALSHIP_PHASESIEGE.entity reame with race you want GameInfo\CAPITALSHIP_TECSIEGE.entity add the new entity to the manifest and the player entity, change the strings and icons and whatever else to suit. 3/4 down it calls the model used. The entity can share strings and brushes if you want but

6 Replies 16,034 Views

it does support rotation but not the way you would want, I have a battle ship that doors open, turret raises, fires a burst forward, lowers, doors close. A rotating turret is not possible because the null is in a fixed position and the turret will not turn to face target, just rotates what you set it do do in the particle.

2 Replies 2,911 Views

[quote who="wbino49" reply="4584" id="3430467"]First Klingon icon in second row seems fine. It's the Klingon icon 5th row #2 that doesn't seem to conform. [/quote] Ahh, that is a bug, thanks for finding. [e digicons]:thumbsup:[/e] [e digicons]k1[/e] I added 2 special icons for the new npcs, these are special players, like House of Duras, Maquis, Sona, etc. I had to move the 2 Borg hands to make room for a row of 10 special NPC icons

5,100 Replies 12,726,616 Views