Nope, AdMech are a seperate fleet with fancy additional bonuses to their ships and a dorsal lance on each cruiser instead of battlecruisers. This means they get a seperate fleet. It doesn't, however, mean that if the allies idea I came up with works out that the imperials won't have access to an admech ship or two.
xthetenth
[quote]with the ship names, I meant that the type (frigate/cruiser/battlecruiser/battleship) component of the name wasn't capitalized, so it looked a little off. With the cap ship names, are the existing ones removed in favor of the current ones, or are the new names additional ones; also, do you think it's possible to add additional races' cap ship names, for example, have 5 or 6 different races that all feature a different set of capital ship names? also, are Grand Cruisers simply really bi
[quote]didn't know if this is something you already knew, but the 'Fire Turrets' ability on the capital ships has only one level. Is this because it is used for multiple ships?[/quote] That's more because the turrets are an intrinsic part of the ship, rather than something to represent the skills of the crew. That and the abilities are shared between capital ships and non-capital ships, which iirc would mean the non caps wouldn't have it work since it'd be level 0. [quote]Also
[quote]3. where's the patch for the mod? (you said it'd be coming out in a couple of days on July 3, today's the 5th)[/quote] I'm a lying bastard who got dragged on a vacation to a place with terrible internet, so I decided to make up for it with gratuitous feature creep to pass the time. For example, the ramilies star fort is now going to be in the patch in an initial form. Sorry, but it'll be better in the long run. I'm also getting the time to try to make nova cannons and turrets w
You know I'm gonna have to envy you your assault termies' 3+ invulnerable save, right? My poor outdated templars [e digicons]-_-[/e] don't get that, they get the old 4+ in melee or whatever it is. Crusader squads are still awesome though [e digicons]:grin:[/e] . Thanks for the trailer offer, there should be plenty of stuff to work with in the mod. LordHood, you're right, I really need to brighten the textures a bit, it's just a bit hard doing it by hand in phot
I don't have a good enough camera, but I do have some incredibly blurry shots of the bridge conversion here: http://s117.photobucket.com/albums/o42/xthetenth/bfg%20ships/ The painting isn't nearly done on that one and I'd made some mistakes with the gold. It's a very simple scheme, though, the blue provides a nice varied base for the gold detail. Looks sharp, easy to paint (relatively, can't get the gold to st
[quote]Yeah those are mine in Gothicomp. Ive been meaning to finish up my Chaos fleet to submit this year.... but the combination of it being yr 12 and a new zealand ski trip in 4 days makes it hard =P[/quote] I'm trying to get a chaos cruiser together for that, but other than the sweet bridge which isn't a particularly impressive conversion as gothicomp conversions go most of what makes it good is metallic gold and a deep blue enamel paint, and neither can stand up to really good det
[quote who="Chang739" reply="18" id="2287745"]Wow guys, you have really come a long way! Dunno if you remember me, but I was around when you guys started out. I dont have entrentchment yet, so I cant play test just yet, but i will soon. Keep it up, your all doing great work! Once I get entrentchment, Ill help any way I can. One area I figure myself to be good at is filming/film editing, so I can make some trailers for you guys if you want? Just a tip (I know it was rushed) but in that IN trai
[quote] How about a space marine strike cruiser as a heavy cruiser? It could be an expensive but incredibly effective planet assaulting addition for your fleet once you reach a certain research level (those Imperial guard transports are fragile, but I think it would be good to have something more durable and effective later on in the game). And you could add a Space Marine Battle barge as an effective and very durable flagship to spearpoint your assaults. I'd say that it would be a serious th
[quote]Suggestion for new capital ship --> Avenger Grand Cruiser (Pwease ) I know I've said this before but it is the most unique GC in my opinion and you don't really need ALL of the variants (unless you want) The Imperium is going to need more than 2 capital ships.[/quote] Yeah, I know about the imperial/chaos generic gc, I just don't know where to come by pics and my camera's so bad I'm not likely to buy one. Do you have one? If so, the best way to get it in is to give us a side
I do believe there is a way to make it work, somebody else on the modcraft thread got ti working, it had to do with deleting old files, I'll try to get you the method. Other note, once I get the dauntless class light cruiser models from inert I'll be releasing the patch which should fix a lot of problems. The most improtant stuff I've dealt with are the issues with stacking (it's now truly native 1.03 entrenchment, I fixed that screwup), reduced transport damage to brin
There's other criteria for skill than sheer power/hit points ratio. Mobility is a tremendous concern as well. If I have a force of mostly cavalry archers and you only have a few archers or cavalry I could pick your force apart with near impunity no matter the quality of your infantry. I seem to recall the mongols doing that a lot. There's also the classic divide and conquer which can be done easily with mobile cavalry and can easily let a low quality cavalry force overwhelm parts of an elite
Ahh, gotcha now, I'm cleaning it out now regardless, but just know that basically everything's changed in this mod so that stacking mods is a royally bad idea. Mostly that's because all the armor types are entirely different and all the planets are changed. Also, I've been something of a lazy bastard and haven't fully made the mod use new file names so some things might be overriden oddly. However, if that is the case that it's stacking related, I'll put off releasing the patch till sometime
Okay, good to hear an explanation, I did not notice it causing any problems, so I thought that entrenchment was handling it all right. Apparently not in all cases, so I'll fix that immediately.
Hmm, that's odd, what version of sins are you using? I know it works for entrenchment 1.02 and it should work with 1.03 without complaint. If you don't have entrenchment, I'm sorry but we're going to need it for features we're going to add. If you do have one of those versions, I don't know what the hell's up but it may be fixed in the next version when I make it natively 1.03 (it was made with 1.02 entities but works with 1.03 for everybody on the team so it should work for everybody). If yo
Tyndaria, sorry about the late response, meant to get to it yesterday, but steam's browser ate my post (no more posting while feeding my empire total war addiction, I guess). [quote]Ships die VERY fast. Now, I don't mean an über battle of a hundred plus ships. I mean, ten minutes into the game I have a cap ship and some frigates taking the nearby planets held by rebels and the like and the dinky frigates on both sides die within seconds. This isn't necessarily a bad thing, but if
Awesome, can't wait for you input. In the interim, allow me to present a bit more tl;dr bait, actually a bit shorter than usual. [quote]Hull upgrades hull upgrades hull upgrades... if you don't change the way the current system (things explode too fast). You could always lower ranges rather than increase gravity well sizes, but hey thats up to you.[/quote] Don't worry, there will be hull upgrades galore. gotta balance out the tons of firep
[quote]I think the tech tree should be fairly large, as in Sins the tech tree is ridiculously short. I do like the fact you are making the racial tech trees much more different to each other than they are in vanilla Sins. Be sure to give Chaos lots of culture researches and the Imperials lots of culture-stopping researches to counter.[/quote] I'm going to make a ton of researches, don't worry, and chaos will have quite the insidious culture spread. There'll be a fast spread but more
[quote]I saved the game before taking a break, hoping to get back to it later. When I tried to load the game later, it caused a minidump. I don't know if this has been reported, but thought I'd send this anyway. Edit: Never mind, worked when I tried it again.[/quote] It crashed during the loading process? That's really odd if that's what happened and I have no idea what could've caused it. Glad to hear you liked it though. For the researches, it loo
[quote]Each wormhole can only have one destination. However, if wormhole A that goes to wormhole B, wormhole B doesn't have to go to wormhole A, it can go to wormhole C, but your ships will have no way to return to wormhole A.[/quote] Unless of course if you make a wormhole ring of sorts, which would make for another interesting map. Each player gets his own system with a wormhole linking to all the others in a circular pattern, so 1 -> 2 -> 3 -> 4 -> 5 .... 8 -> 1 and
Oh god, that dungeon crawler reminds me of something I tried to make for systems level programming (my high school was awesome). We tried to make a roguelike. A multiplayer roguelike that was entirely text-driven. Guess how that ended up?
We have just gone to entrenchment. The full design of the imperials makes heavy use of starbases.
[quote]I noticed when extracting the zip a few chaos ships names popped up like the Styx but i haven't encountered any chaos ships at all. Are they not ready yet? Sorry if you have answered that before.[/quote] Yeah, there are chaos ships floating around, but they aren't nearly ready yet. The reason they aren't all cut out is because there's about three meshes and one general texture. The biggest problem with them is getting their prow batteries to work properly, since they need that
[quote]There is nothing to turn off. Frame rate determines when it switches to the next quality level.[/quote] Ahh, so that's how it determines scaling. I thought it might have been some "you can't see the detail of this level at this zoom" algorithm. Will you be able to change the frame rate threshold? Some people are fine with a lot more stuttering than others. Also, I presume there will be a set zoom level for the transition from 3d to 2d, since otherwise a powerful computer could
FW00T! Finally got the newest version out. The new stuff it includes that I can think of off the top of my head is: -New 40k style planets making use of the sins plus planets (thanks danman!) -All ships textured, all buildings except defenses have actual models. -Some unit icons replaced. -Now requires entrenchment but works with 1.03 (sorry, but the imperials really need starbases to work right, and you'll see them soonish). -Fighter/bom