Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kalo

Pages: 1 2 3 4 [5] 6 7 8 9 ... 13
81
Ascendancy Discussion / Re: Hyperspace travel
« on: March 12, 2013, 03:28:03 AM »
I know a couple, but what's shift in the bounty screen do?  That one I haven't learned.

Higher increments of player bounties.

82
Ascendancy Discussion / Re: Hyperspace travel
« on: March 11, 2013, 11:09:20 PM »
Games like these you have to explore every button to actually do anything effiecnetly.


Or to know Hotkeys. But before you think I'm high and mighty on my pedestal, I don't actually know any of this games Hotkeys except Shift while in the Bounty screen.

83
Ascendancy Discussion / Re: Model porting
« on: February 17, 2013, 11:33:46 PM »
I'll say that it's nice to see someone learn to Mod a game just on our forums alone. But, I will advise you that it's always a good idea to make your own models, even if it takes longer.

84
Ascendancy Discussion / Re: Model porting
« on: February 08, 2013, 02:51:40 PM »
But learning to do everything will make you even more of an addict. Take it from someone who keeps learning more and more things. At this point, I think one of the few remaining things I can't do for Sins is modeling/UVing and creating sound effects.


85
Ascendancy Discussion / Re: Model porting
« on: February 07, 2013, 11:39:30 PM »
You have to define that all in Softimage. If you have different textures for different parts, you have to make those parts into separate materials. The link I put in earlier explains that.

Also, if you want a Venator you could just grab SoGE's. :v

OR learn how to make all this stuff on your own so you can stop becoming an addict.

86
Ascendancy Discussion / Re: Model porting
« on: February 06, 2013, 09:17:32 PM »
I made a working mesh and have models in Sins!  But they look like shitty Picassos.  Is there anything in a dds file that describes how to put it on the model?  Texture projection: cubic, planar, spherical etc... doesn't seem to make it look better.  I'm sure if I wasn't dealing with someone else's textures I'd know how to orient them.

I'm not sure what you're actually asking. Can you show us a picture of your Model ingame?

87
Discussion, Suggestions & Feedback / Re: Suggestions for 2.1
« on: January 27, 2013, 06:31:06 PM »
inb4 Corey says no.

88
Ascendancy Discussion / Re: Ascendency Speed of Combat vs. SoSE Rebellion
« on: January 24, 2013, 04:08:56 PM »
I probably asked the wrong question then. Are you playing Sins on Windows?

W7 64 BIT

89
Ascendancy Discussion / Re: Ascendency Speed of Combat vs. SoSE Rebellion
« on: January 13, 2013, 06:02:04 PM »
I figure I may as well ask the obvious; you've enabled a paging file for the partition Steam/Sins is on, right? As without that the game likes to crash much earlier than it should, this is particularly noticeable with large mods like Sins of the Fallen, and can even occur with the base game.

I'm not even sure what you mean :).

90
Ascendancy Discussion / Re: Ascendency Speed of Combat vs. SoSE Rebellion
« on: January 10, 2013, 10:09:54 PM »
Aint one of the reasons that combat in sins is slow the way the shield system works, with the shield growing stronger as it takes damage, called shield mitigation. When shield mitigation starts at 20% and goes up to like 75% it essentially means a ship lives 3 times as long as without the rising shield mitigation crap. I assume not having it go up would be more fitting for star wars and would also serve to make combat go faster.

By the way i think i remember a sins modder, zombierus(something like that) that among other made sins of the fallen on moddb was talking abouth dooing a mod with ships that actually did less damage the more they got damaged in sins, maybe he have it figured out by now and you could use hes method or something. But im sure you are able to figure it out on your own, so no offence meant in suggesting it. :D


Yeah, Rus. I'd love to play his Mod if I wasn't worried about crashing all of the time. His work is nice, but I haven't been able to play Sins mods without constant crashing.

91
Ascendancy Discussion / Re: Future Factions (Split from Choose Your Side)
« on: January 10, 2013, 10:08:56 PM »
Would be nice if my computer wouldn't do that with all english words(because it's a spanish one). So I do not pay attention to it, and mistakes are made from time to time.

I made a bigger mistake by not realizing you're an Argentinian and somewhat young. Apologies.

92
Ascendancy Discussion / Re: Ascendancy Performance
« on: January 06, 2013, 12:43:06 PM »
This is so good to hear.  I'm hopeful to play larger skirmishes. Thanks for the reply sir. :)

Generally, the whole team plays on Vast. So if it doesn't work like that for us, you can bet we'll try to make sure it does.

93
Ascendancy Discussion / Re: Future Factions (Split from Choose Your Side)
« on: January 06, 2013, 09:23:48 AM »
Sounds like an extorsion to me...

When you're posting and you see that little red line under your text? Yeah, it means it's a typo. The word you're looking for is extortion.

94
What is Ascendancy doing for planets? Custom, or are you integrating another mod, such as the SW-oriented Novus Universum?

The last things we used that weren't ours I'm pretty sure I can count off the top of my head. The first being the EOTH Symbol Landing Zone we asked Warb_Null to make, EJ's Hapan Battlecruiser, and I think a very few Hutt models in one of the initial ICW Releases. We generally like making our own stuff.

95
Sins of a Solar Empire / Re: So far...
« on: January 01, 2013, 08:26:49 PM »
One thing I'd love to know from the developers is why in this day and age they still developed a game that didn't have the ability to AT LEAST take advantage of a PAE (physical address extension, allows 32-bit to see and address 8 GB memory by using 36-bit memory addressing instead of 32) kernel (which the Win7/8 32-bit kernels support).  Considering 90%+ of their market probably will have Windows 7+, easy enough to make the program have the ability to do 36-bit memory.  Not that this has anything to do with either mod.

I generally do exactly like Lavo suggests and disable anything I'm not actively going to use.  I do not, however, modify the file, I do use the ingame mods management since it always works for me, and allows me to change what factions are active at the time of playing.  I also have paging active and haven't (yet) needed to consider enabling LAA and have had no issues in vanilla, SoaGE, or Requiem.

I've never encountered the memory issue except in Mods. The reason it's probably not using all your memory is because it's pretty hard to trigger it otherwise.

96
Sins of a Solar Empire / Re: So far...
« on: December 30, 2012, 12:29:58 AM »
Well it seems like if you and I are in a game we don't stay on the same team for longer than 5 minutes, and locked teams are for casuals. They'd probably win because we both take each other out.

I'm sure we can come to an agreement.

97
Ascendancy Discussion / Future Factions (Split from Choose Your Side)
« on: December 30, 2012, 12:03:58 AM »
Neat, I'll have to get on board this too. It will be interesting to see the PA in Ascendancy if they make the cut.

Same here. Only because I want a player to load up the mod and actually make a more conscious decision about who he's playing. Imagine (This is just stuff I want to see personally. There's no guarantee anything I'm about to say will actually be in the mod.) loading up and seeing the Three you all know and love (Or two, if you're new to us.). And then, you can select the PA, the Ssi Ruuvi, stuff like that. I get all giddy every time I think about the idea.

98
News & Updates / Re: Imperial Remnant Unit List
« on: December 30, 2012, 12:01:00 AM »
I haven't seen destroyable planets in any mod for sins yet.  This would be new ground for this team and pretty impressive.

Impressive to you and only you fans. Most of the stuff you can do is stuff that more experienced Sins modders know about, but haven't actually put into practice.

99
Sins of a Solar Empire / Re: So far...
« on: December 29, 2012, 11:59:55 PM »
Perhaps some of us should form a noob team to take on the dev team.  I would suggest setting up for a quick game otherwise I can see it lasting a long time :)

A foolish endeavor.

100
Sins of a Solar Empire / Re: So far...
« on: December 29, 2012, 04:09:59 PM »
Multiplayer should be much easier to pull off with this mod than ICW.  I'm very much looking forward to that.

I agree with miller on the slow progression and income.  It seems as though I just build and research for a few hours and then spend a half hour actually fighting.  However, all that time spent defending my small claim makes the final conquests all the sweeter.

I almost forgot:  no FREEZE places this way ahead of EAW.

You'll be happy to know that me and other developers play MP quite frequently. Infact, me and Slevered and Jinzor and a few other randoms are locked in a major clash that has yet to be decided. Also, the only thing that you really have to worry about in multiplayer is the amount of planets because it can lag, but it's mostly random.



That was put in as, unfortunately, the base game's limitations on Titans are horrendous. The ability should work fine, either with the hotfix or the new version that should pop up when moddb pops back up.
Have you got feedback? I love feedback. Lay your criticism on me, good man! Supercaps in SoGE are, in a sense, the game's super weapons; they allow you to break through enemy fortress worlds with nice speed. If you sent a single Executor to a world, most of the time you can sit back and watch it lay down carnage on the poor AI planet it hits. Also, the latest release increases the ship speed options (Fast/Faster) so you don't have to wait 5 minutes for ships to transverse a grav well, among other things.

People will always remember your mod for its terrible versions sadly. IE : ICW 1.0 in all of its awful glory.

Pages: 1 2 3 4 [5] 6 7 8 9 ... 13
Those working on this mod do so in their own free time and for no pay.
Show your support for them by enabling ads on this site!