The weapon graphics seem easy enough to mod. its just a matter of pointing the right weapon effect to the right hardpoint on the ship via scripting. the HW IaW/BTFF mod has its own set of effects that would work perfectly from what ive seen of the files. I'll still wait for the Forge Tools before i do any attemt at changing the fx. Are there any wav/mp3 to .ogg converters out there by chance?
Major Stress
I guess i should be included in this lot too. pre-ordered got a code, and got the beta
Im not just a Trek fan, im an "original" trek fan. In other words i grew up watching Original Series back in the early 70's, cause that was the only Trek at the time. Now its pretty cheezy to todays standards, but it is still classic. I like some of what they did with the remastered dvd's, but IMO they were a little too conservative. As i said i got the models covered. Some are already done, but i still have some that i need to finish. Heres some renders of the models i intend to use f
It's not just conversion. so far as i can tell weapon ports and such are defined in the mesh file... Which is why im trying to find out which modeling program the devs used. If they used 3dsmax creating weapon, engine, and nav light hard points shouldnt be a problem. If they used Lightwave, different program, but similar method. I just hope to god they DIDN'T use MAYA. Like Relic did for HW2. That alone is the sole
I have already scrounged through all my old backup CD's for my old WIP models, and have fired up 3dsmax for the 1st time in a few years lol. Thank you Sins for bringing me out of modding retirement. For those that don't know what the hell im talking about. I used to go by The Stress Puppy back in the days of Starfleet Command, and Homeworld modding. I created the Star Trek: Innocence, and Wrath, and the Beyond the Final Frontier mods for Homeworld, and HW: Cataclysim. Plus i us
Not to mention animations. I'd like to see those turrets moving to aim at the bad guys. I also hope we can mod out the phase lanes. I do plan on doing a Star Trek mod for Sins (A resurrection of my old Homeworld mod, but on a grand scale), but the lanes will toss a monkey wrench into those plans. I don't think model importing will be too much of an issue if the Forge Tools can convert a .3ds or .obj into .mesh format. Textures are standard .dds, and .tga format Sins also has bu
The resource ships are supposed to continue gathering resources from empty mines to ensure you will still get metal, and crystal resource even after the mines deplete themselves.
AFAIK culture does indeed increase a planets income. This explains why the AI will spam broadcast centers on each of its colony's. I haven't seen any fog of war removed yet, but then again i usually don't build any more than 3 BC's in a system while the AI spams its systems with about 15-30 BC's a planet. In a way i hope that with enough culture you can make colony's revolt, and turn to your side without blowing everything in the system up.
There is no NDA so feel free to discuss about anything.
Yea, i dont know what i did wrong there. Can one of the Mods please fix this. TIA
Kol getting angry Kol Blows up a carrier Kol getting beat up on Kol goes boom Yea, this system is clear, We had a scout just jump thru here <img src="http://images.stardock.c
Balancing of any kind at this point in time will be useless. As Lock Eye said this is only the 1st beta, and it is only to test system compatibility, performance on a wide range of systems, and very basic game play. The purpose of Beta 1 is to make sure the game WORKS. There will be many more updates to come. TEC still has much content that is not enabled yet, and we have yet to see the Vasari, or Advent in action. I do agree that Armistice is kind of annoying right now. Because 9 of 10
Lets wait for the other 2 races, and the rest of the content to be incorporated in the game before people start screaming "Oh Noes! IMBA!" Right now beta1 is only to test system compatibility, and very basic game mechanics. Looking though the files there is MUCH content that is listed, but is not in the game yet, and this is just for TEC. I for one don't want to see unit caps. The amount of units you can field should only be limited by your upkeep cost. I am in the middle of a fierce 4
1st What modeling program did you use to create the ships of Sins? I'm a 3dsmax user myself, but i am just curious as to what the dev's weapon of choice is. Will there be a .Mesh importer released with the mod tools? and is there any program out now that i can view the .mesh files with? Where are the map/universe files located? I cant seem to find them in the gamedata folder, or anywhere for that matter. I want to see if i can mod out the phase lanes for my own personal experi
You can also run the game, and activate though the game menu. That worked for me.
The z axis movement while it exist it is not fully implemented in the game play yet. I have seen some battles move upwards and downwards (basically to avoid an asteroid), I havnt tried this yet, but is it possible to place structures along the z axis using the tilde key?
They are "supposed" to look like scrap heaps. They are trade, and industrial vessels converted into combat ships. The Kol on the other hand reminds me of the Kushan destroyer from Homeworld. I do like that older version of the Marza. That "BFG" looks allot more intimidating.
I used Armistice once, then turned the ability off (it was auto set). It stopped the fight just when i DIDN'T want it to stop
LOL! I didnt know that ether. Thanks kryo
AMD Sempron 3100+ (1.8 gig clock), 2 gigs pc3200 ram (400 mhz clock), G-force 6600gt 256 meg vid card. Asus k8n MB with built in sound, running WinXP SP2 (I wont touch Vista with a 10 foot pole right now). My computer has no issues running games made earlier than 2004, but definetly has problems running games like Supreme Commander, CoH, or others made '05, and up that deal with high end graphics.
Capitol ship ability's start out auto activated once you level them up. Granted i would rather control the ability's myself, but if you have over 100 ships fighting it out that makes things a little difficult. Still you have the choice of doing it manually, or letting the AI do it for you. I would like to see an auto level up feature for the cap ships. I don't think the combat is that bad at the moment. It is still a beta, and many things are not in the game yet. I would like to see th
Thank you for the response Blair, and thank all of the posters for keeping this thread civil Allot of good points were made on both sides of the issue. I dont understand how the fully connected map broke the game for you guys, but ill take your word for it. I can live with the lane system as long as it makes some sense. You shouldn't have to travel to a planet right next door via a planet on the
I see your point there kyro. The question now is how do you avoid possible stalemates like the OP suggested? Research the ability to form new phase lanes maybe? As it stands right now the AI is way to easy to beat just by blockading it.
Earlier builds of the game didn't use the phase lane system and it was pretty chaotic. The AI was essentially able to jump into systems with impunity and destroy everything in short order before the player could get his forces into place to respond. Basically the game was an immediate degeneration into whack-a-mole tactics. If you included tiered jump range research wouldn't that eliminate some of the "whack a mo
Sorry about the double post above. Internet messed up. It seems most people that post about this subject agree, and don't like the space lane concept. There are allot of good suggestions on alternatives. There shouldn't be any "choke points" in space. Space is vast, open, and unrestrictive. You should have access any area of the map IF you have the tech researched, and your ships have the range to reach the destination. If you want to fortify a planet then fortify your capitol