Yes agreed, good write up Sovereign-Echo. It is good that the devs have made plenty enough settings for the turrets position, orientation, initial and etc. that pretty much they can set them up how they want. I'm sure they will tweak them as things pan out.
In_stasis
[quote who="Blair Fraser" reply="11" id="3866821"] Quoting In_stasis, reply 7 Nice! looks great, actually brings back some memories for some reason[e digicons];)[/e] . The info is very interesting, I have some questions. They could be a bit specific to modding and may be a bit early, so I understand
Nice! looks great, actually brings back some memories for some reason[e digicons];)[/e] . The info is very interesting, I have some questions. They could be a bit specific to modding and may be a bit early, so I understand if they can't be answered yet. - I guess the pitch and yaw angles are relative to the hard point orientation. Can the hard point orientation be offset or angled between the fore and left for example. Or aft and right etc? - Will the turre
Well I would prefer to say that it's not so much what they did wrong, but rather things that could be improved. I'm sure the devs did the best they could with what they had at the time. Yes, I Agree with others about pirates. The bid system eventually just becomes a bit annoying. Would be cool if they just roamed about and did random attacks here and there where factions are vulnerable to it, plundering resources, stealing ships, that kind of thing. Maybe through the diplomacy system
[quote who="Hael-sose" reply="71" id="3863744"] I would love better modding support: [/quote] Me too! [quote who="Hael-sose" reply="71" id="3863744"] no reliance on softimage modtool (would prefer a single Blender -> Sins pipeline) (though I understand if a conversion step like the current converter will remain necessary) [/quote] Since AutoDesk sent SoftImage to the knackers some years ago [e digicons]:'([/
Well it is probably not too much of an assumption to say, at this stage of development there is some more passes planned anyway. Who knows what is actually planned with the damage model and wear tear effects too. On the one hand, I can accept that people may have an issue with ships looking somewhat different to the original Sins 1 ships and that's fair enough for nostalgia and all that. On the other hand, the new game engine will obviously be a lot more capable than that of the original made
Will we ? Hope so + They could be more powerful and still be taken on. Just that the existing factions will have to step up and or team up to tackle them.
I like the ships. I would say that the bump / normal map for the planet's continents has too much depth / height, for a planet anyway. On the small moon it does suit much better and looks pretty cool.
Ha! Good find Neutrox & Iroks1. Will give it a try
[quote who="Vidszhite" reply="20" id="3610647"] The Xitak in 1.5 are causing a duplicate surface error with their Xitak_SurfaceDefs because the internal name of their custom surface, GC3_Default_Surface_20, is now being used by a Stardock surface. My suggestion to fix this is to change the internal name to something future-proof, like GC3_Xitak_Surface. Don't ever use Stardock's internal naming scheme as though you're the last one that's ever going to use it, because ther
Pretty much the same, though personal preference is to use ZBrush and Modo. Even for still images having things in 3D is great for making different poses and more realistic shadows.
[quote who="Yarlen" reply="8" id="3567670"] Quoting In_stasis, reply 6 What's the go with the dds. files? Some type of floating point dds.? [e digicons]o_O[/e] Some are just showing as black. Or are they actually just black? But they seem a little large for just a uniform colour. <b
Ok there are are some incompatibility issues with using this mod with Steam. Namely the home star system and the appearance gradients are not transferable. These things are not an issue if the mod is manually installed and the gradient maps are put in the GC3 Gfx game directory as described above. So this mod will not be available on Steam if / until these things are allowed to be used. It is possible, once manually installed to make a copy in game and upload to Steam however the appe
Sorry for the delay, I have had to go interstate for work. Will try and get the latest version up on Steam today.
[quote who="naselus" reply="17" id="3570315"] Hmmm, that implies the lengths of the strings are determined by the field they match in improvements.xml. That's bad - we'll need to test each string 'type' individually in order to determine max length (I'd hoped it was in the schema, but IIRC then in C you declare the max length of the string, so I'm guessing it's buried in hardcode). [/quote] Yeh! the string length is not determined by the schema an
Yep! too many characters in the text Military Prototyping Facility DreadResearchChamber_Name Military Prototyping Facility DreadResearchChamber_ShortDec
Oh! Ok, I will have deeper look at the files. First thought is that maybe there are too many characters in BlahBlah_TooManyBlahBlah's in other files certainly has a character limit. Maybe here too. And when there is nothing else it could be in the code, certainly a suspect. Maybe its 19 and not 20 . Edit, No It depends.
This has been commented out. Remove the green symbols to make the code live again. DreadResearchChamber_ShortDec Improves Research and Military Manufacturing DreadResearchChamber_Dec <sp
Check out the PrerequisiteDef.xsd schema file. You will see these listed as available options "Unavailable" type="xs:boolean" minOccurs="0" default="false"/> "Government" type="PrereqOptionGroupDef" minOccurs="0" maxOccurs="unbounded"/> "Techs" type="PrereqOptionGroupDef" minOccurs="0" maxOccur
You can already do that with .xml, though you can't create a mod that lets you make other mods with .xml, like as you mentioned a mod that lets you customise the tech tree. That would need to be done with a tool that's been specifically programmed and would likely take a professional programmer to do. You may be able to make life a little easier for yourself by making a spreadsheet or excel doc, with the branch's set out with references to their associated location within
[quote who="peteincary2" reply="79" id="3567924"] Quoting In_stasis, reply 73 Buying tech's with credits is not working for some reason for me. The faction I trade with is always saying "I don't think you have the funding for this" or something similar. Yet I have more than enough. Could this be a bug? o
Buying tech's with credits is not working for some reason for me. The faction I trade with is always saying "I don't think you have the funding for this" or something similar. Yet I have more than enough. Could this be a bug? or have I set something wrong with the new tech brokering. BTW is there supposed to be an option like the "enable/disable tech trading" game play option for tech brokering? I only have the tech trading 1 there.
i7 5930K 32GB, GTX 980, Windows Pro 8.1 64 bit - Note I plan on upgrading to Windows 10 when its released next month.
[quote who="atmorell" reply="24" id="3567020"] Quoting ledarsi, reply 23 A really basic way to do it would be to allow players to issue construction orders without any engineers selected. Any engineers in the region that are not building something else would make sure it happens. This would mea
What's the go with the dds. files? Some type of floating point dds.? [e digicons]o_O[/e] Some are just showing as black. Or are they actually just black? But they seem a little large for just a uniform colour.