xthetenth

xthetenth

Joined Member # 2822658
4 Posts 1,245 Replies 1,388 Reputation

[quote]ok i noticed u have the cruisers cap and frigste from the original BFG but will u included the newer ones from BFG armada later on E.G. * the Apocalypse * the Oberon[/quote] Yep, known. A lot of it is that to do the voss fleet you need voss prows, and our modeler hasn't done those yet. Space marines are their own fleet. They're organizationally seperate from the IN, and have a very different fighting doctrine that probably wouldn't mesh too well with t

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[quote]would the ramilies count as a super?[/quote] Yeah, but temporarily taking it out would be accompanied by a considerably higher tactical cap, because I really want the imperials to be able to turtle without committing too many ships to defending. [quote]My guess is orks cause of the "k -ahem-...cruiser" comment you made.[/quote] Yep, it's all the orks, including the space hulk, which is what I was referencing the most (that nova cannon comment is from its page in

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[quote]and my guesses for the surprise are the necrons since how you said 'them' not it, or maybe another super race[/quote] nope. The multi-arcness of the weapons is still giving me a headache. That and figuring out how to make the most stripped down gameplay model imaginable is messing with my head. [quote]just take a coupla days to try work things out, if not just give us something to chew on till it comes out.[/quote] It's the lack of a tau super in

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First rule of surprises: You always need a bigger gun. Second rule of surprises: Firing nova cannons at them is like hurling eggs at a brick wall. [e digicons]:grin:[/e] Anyway, I'm back coding, should be done soonish. I have a frigate, a very painful fighter derivative and some buildings left to code. Edit: Supers are screwing up horribly, neither the planet killer nor the surprise spawn right, should I just release now (tau don't have a super, and the other t

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[quote]I don't know that much about this stuff, but from Civ IV I had understood that as you moved stuff from C++ to Python, the game's performance would get slower and slower, since Python compiles at runtime. I wasn't clear on whether that meant the game would just take longer to load, or the game itself would actually run slower when you are playing it (or both). Hopefully, it won't be a big issue.[/quote] Pretty sure that what happened there was that they opened a new vm for eac

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What I want to see is a turbocharged version of the sins dev exe at all possible. The key features of that are the console and the real-time reloading of game assets. I want that and even more importantly, (and this may just be a pipe dream but it would be the best tweaking interface ever), the ability to select a square and be able to open any entity on it in a nice text editor, so for example if you see something has 10 times the damage it should be doing, just pop open its file and fix the

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Okay, things to expect: Chaos and Tau race, very slightly textured/modeled (a few models, none textured, the rest cubes), a few assorted fixes to minor issues, a rather large surprise to wait for, maybe balanced maybe not (I won't have time to test all the permutations but I'll try to make sure the stuff I can test quickly is), and definitely new mechanics. Chaos are long ranged broadsiders who suffer in close, while tau are fighter spammers who have all their guns concentrated into their

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Sorry before hand for any formatting oddities, the sins forums are acting up for me, so no quoting and the like. @Whiskey144 About the smurfs, not only do I insult the honor of the fourth company but I insult every last blue one of them all the way to papa smurf! Mwahahaha! ...Ahem. If you didn't look at the list I gave, it's pretty much a list of the main codex disrespecting chapters in the imperium. I'm a black templars fan with a fondness for space wolves and blood angels who dabble

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[quote]Uh, a man = hu[man]. Might want to call them something different from men if they arn't human. Also, the current pictures look pretty human to me.[/quote] Well, there are men, but if there aren't women it'd make the species rather different [e digicons]:P[/e] . Anyway, back to sanity, I'm moderately worried about the levelup essence gain allowing a serious channeler rush type thing where you just pour most of your initial essence into making channelers a

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Yeah, if you need to counter a full fleet, you'll need a full setup of defences. It'd hardly be fair for a 6k credit defence to stop easily 20k worth of ships. I want to know how well a well with a ramilies and a full tactical cap worth of defences can stand up to a decent sized attack. It's not really supposed to be insurmountable, just really powerful and a cornerstone in a strong defense. There will be other starbases eventually, but they're not really thought out yet.

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[quote]when do u think the mod will have more than Imp in it i wanna play chaos and space marines(will there b dif chapters of just just the one race for them?[/quote] I'm releasing a mini expansion pack style addon thingy for the mod with placeholders for chaos and tau and maybe a surprise (trust me, it's worth it even though it'll take till tommorrow), but none of them have a full set of textured models. Chaos has two untextured cruiser models that proxy all of the cruisers and thei

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hookay, I've just got to get the spawning working (and I know how to do it now, it's not hard) and chaos buildings tweaked to proper stats and I'll be releasing. Should be able to get it done tomorrow and release it friday if I'm lucky at all. The planet killer is going to be pretty nasty, it can outgun a side of the ramilies, not even counting the armageddon gun, which combines the strong suits of nova cannon and cleansing brilliance, but it doesn't have the AC strength or sheer durability.

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In a few days, depends on when I get time and how much time I get. I'm rather busy, and I'm still not sure whether I want to tweak the buildings' stats. I'd say Friday or Saturday sometime is the latest it'll be out. It's pretty much done if I don't tweak the buildings, and chaos already have half of their civilian cutback complete, next is figuring out what to give them to make up for it. What I'm thinking right now is give them the vasari salvage capability and a raiding ability where they

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I'm finally back to a reliable internet connection, I'll try to answer everything I can, but I'm pretty busy right now, so I won't be able to get anything more than I already have done for a while. However, I have all chaos ships other than the planet killer done (can't figure out how to make the dratted thing with an ability) and all tau ships of ther than the wardens and the orcas done, they will be wierd, because they aren't supposed to be warp capable, instead relying on a parent ship. Fo

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[quote]Hay there. i just wanted to comend you on the fantastic mod , really good to see the imperium nearly all together now. i actually only brought sose and entrenchment for this mod, so dont stop now. Are you going to be releasing some else to fight in the next one, chaos would be great, but ithink you idea of getting one race at a time done it, the best soultion. Keep up the good work. [/quote] I'd like to thank you very much for buying sins just for this mod, I'm really glad you

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[quote]I suppose you guys are not looking for statisticians .[/quote] I've done more (basic) statistics in working on my sins mod then you could shake a stick at. Granted a lot of that's because I'm trying to translate a tabletop game, but man would some more advanced stuff be useful. Try it, it may work. On the subject of jobs, would you happen to have internship openings for people willing to relocate for a summer and not get paid and who are mostly done with

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I think you should get the incompetent schmuck peddling this mediocre, bug riddled.... oh wait, that's me. Riiight [e digicons]:dur:[/e] Working on a fix addon, fixes for strings I know I fixed, and a lot more durable ramilies (hopefully). Until then, I'd higly recommend building only lance turrets instead of the weapons battery and torpedo ones. EDIT: Fix done and tested, pretty much right. I changed the quick start to be 3 supers and normal to

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[quote]Also, xtheneth, you could probably do Sharks with an ability ON THE SQUAD because in Entrenchment you can stick an ability on the squad's entity file. You can check the Advent minelayer squad file for this, as it has an ability to convert the squad into mines.[/quote] Yep, the weird thing was that I got a minidump when I tried adding an ability to fighters in an ill-fated attempt to make them more effective (this was back when the damage types were messed up and fighters were u

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