i love the siege frigate, thats exactly how i picture a siege spaceship.....looking like the entire craft was built around a cannon. what are your plans for the structures?
4133Leon
not expected it in the next release but changing it so that only files that have been altered need to be added to the mods folder (same as the texture files). Maybe having seperate race/unit/warfare/empire-research sub folders in which most of the files to do with that unit/etc are placed (would be great for adding new units [or even a new race] and finding exactly what file you need). the note feature mentioned above would also be a great addition. and yes Uzii i completely ag
even if you never manage to finish the whole race please upload the ships you have done as one off downloads. they look great so far and i think they'd be very popular. good job :CONGRAT:
:) nice guys. wasn't expecting it so soon after the release of 1.03. i love this game
awesome :) i love the level of support you guys give for this game. just started my bank holiday weekend (UK) and i plan to be playing sins for most of it :).
do you think it might be useful to rename and sticky this post (- the ? :)). i'm sure there is a lot of people looking for this kind of info and it would be useful to concentrate the tutorials/questions in one place. what d'ya think?
at work now but its right at the bottom of the .entity file. last 10-15 lines u should see it.
first off the most basic sins model questions answered all in one tutorial such as: 1. can you open/edit the in game ships and give them more emitters, resize/scale them etc... and what programs are required to do that. (step by step would be great). 2. what standard formats can be imported into the game without having to go through various converters? 3. A list of requirements for a new ship model to work in game (e.g texture/mesh/weapon/projectile/race/research/UI/HU
thought id reply to move this up the posts a little. think its something that a lot of potential modelers would love to see. myself included.
new skills :) funny i was just thinking the same thing. hopefully ill have a nice mod post of my own pretty soon (got a week off work and one of my plans is to learn how to open/edit the models). with a community like this i know that anytime i get stuck ive got a huge knowledge base just a forum post away :). love the work you guys are doing and can't wait to see the finished products.
i check the forum often and didnt know about the 5 day wait. i think u guys are right when you say its too long for a game which will be as heavily modded as sins. guess its back to my usual obvlion/SC/total war tactic of scrolling the forums everyday. ah well :) im prepared to make that sacrifice.....oh and great job on the new mods UZII.
are there heavy restictions on what can be uploaded or are the community just not using it? i keep seeing posts which link to external sites to download the mods. wouldnt they get more attention and better serve everyone by posting it on the main downloads site? any reason y this might not happen? i just really want want to miss any major mods that are coming up cause of the stupid site SD picked to host their mods section.
hey can you guys add a status field to this thread to we can view progress on the mods and find out release date. cheers
where i can find these extra ships? i thought as SD provides this site for uploading it would have been done by now. i love single ship addons rather than a whole package or total conversion. however i normally download the TC's and pick and choose the parts i like.
come on guys i really wanna see who is first to post a completly new unit.....model and texture at least. wonder what it'll be. due to the large community i'm betting a starwars ships :). post your mod progress and what you're working on. lets get some friendly competition.
hey SD, checked out the mod tools last night and the tutorial is great as is the whole package. so glad you guys took the time out for us. but i have small issue: WHY DIDN'T YOU POST IN HUGE LETTERS ON THE MAIN SITE HOMEPAGE THAT THESE TOOLS WERE OUT? i mean come on! i lost a whole 3hrs or modding time because of that :). but seriously you guys are doing great work and i hope to see some more tools and options to mod built into future patches....which i already know they wi
what do you mean you checked the .entity files? you mean you can actually unpack them? HOW?!!! i want to mod this game :)
true ive not read the entire 5 pages. i see most of my concerns are already noted. 1)choose the lead ship in a fleet but also toggle ur flagship....maybe a reward or bounty can be placed/autoplaced on a flagship for extra bonuses. set a timer or make it so the ship can't be changed in combat. (not sure about a combat bonus for flagships....maybe a culture increase for the planet the ship is in orbit around) 2)being able to ask (ha! bribe) the pirates for intel on star systems
Four Gunmen of the Apocalypse - series 6 Red Dwarf a classic episode....not sure how it might relate to the award i only played beta 3.
nice, i posted this question on the galaxy forum yesterday. nice to have a more detailed explanation. although i am no stranger to notepad editing :).....couldnt stop in the betas. good job
sweet! thanx guys :)
noticed the wormholes don't allow you to travel between stars....isn't that the whole point of wormholes? maybe i'm doing something wrong but cant make a phase line between them. any help/mod info would be good. making it easier to assign an artifact/bonus to a specific planet....and for the mod tools the ability to assign as many squads of fighters/bombers to a ship as i want. thanks P.S awesome game......can't wait for the mod tools :)
[quote] But I wouldnt expect any actual planet killers cause it would totally be a game breaker. [/quote] nah not a game-breaker. make it so the thing can't jump and can be attacked en-route...imagine trying to protect it mid way through a jump-line with the enemy appearing all around it. although this brings about more questions as to whether all ships can move non-phasespace and can they be detected whilst doing so :-S. guess its a can of worms with re
A Few Questions: 1. any news on more direct negotiation with the pirates/rebels/militia? what were the main aspects (you chose to alter) of negotiation that were a problem in beta 4 (and other games)? 2. i love huge maps. whats the max number of planets we can expect to see in the final release? does it number in 100's? 3. what kind of graphics enhancement will we see? example surface damage to planets/atmosphere, damage to ships etc.. 4. in terms of modding h
[font="arial,helvetica,sans-serif"]Someone may have mentioned this I haven’t read the entire 5 pages of comments. Terran, Protoss, Zerg anyone? I think Starcraft created completely different play styles and has yet to be matched by any other game to date. I would hope to see something similar in Sins. It’s a very basic formula Terran: adaptable, colonise anywhere, relatively balanced units able to hold their own in most situations. Protoss: very few expensive