hiya dudes
been a while, but i am back with a new update on my 4e race "altaria's"
they are massive overpowered, so i sugest playing this race as 1 VS 10 on large maps while they other 10 are in a single group
start might be a little dificult sinds this race depands a lot on research.
also their hull is quite small so if your shield is down expect to loss your capital ship very fast
not show more SS to spoil the Race
whats new VS version 1.03
to much
for starters
3 unique capital ships, Remapped + retextured
2x Carriers, 1 Battleship this battleship is really awsome
Unique Race portret
Advanced Capital ship
new Defense Platforms
127 Research Tech's (engine Technolgy) (capital ship reseach) and tons more
+2 other mods buildin, Sins+, Bailknight (gas colony) (Weapon FX)
with version 1.03 of sins you can copy the directory Textures in the mod directory
with lower versions you need to Rewrite the Textures directory inside your Sins directory.
this is my last update, might still do a balance update, or a FX update
injoy
http://files.filefront.com/Altariarar/;11656200;/fileinfo.html
http://rapidshare.com/files/141497160/Altaria.rar.html
Tested this Mod, with Sins Version 1.03
extensive, found no problems
know issue's
some Research costs are to low and speed do not match their Tier
feedback is welcome especaily on the research area, i kind of out of idea's. and might over do their power
at their are overpower but still have their weakness's
I will have to check this out.
DANMAN
hi bro
nice mod you got their DANMAN , 7 sins
only weak point i see is that your 2 race's are not stand alone and use technolgy's based ingame already.
with Altaria's almost all technology they got are specific made for them.
so easyer to chance or modding. without touching the whole game (3 basic) races
Well there are a lot more than 2 new races in 7 Deadly Sins, but the point is the same. I told DANMAN to check these guys out as with some work they would make an excellent nemesis for his Atlantians.
And yeah, played the mod, the Altarians are nice. Their shields are definitely tough, and their weapons do a lot of damage, and their hulls do suck. BADLY.
I would try to make SOME of the hull researches not reduce HP, as it is now you really don't want to research hull upgrades as the HP drop makes the hull regen almost worthless.
hmm got a insperation today,
made a new capital Utility ship called Nexus
it disrupts space and time
got unique ability's like Time stop, time disruption
i will upload it tomorrow just need to do the damn graphics research icon's they are ugly witch is not cool
also chanced some ability's on the katana prototype
like Focus Pulse Cannon
anyway i keep in touch
I really like the Altarians. Especially with their radiation pulse beams. Those are really unique, especially with the ring that appears when they are fired.
ok, update on my mod,
http://files.filefront.com/microrar/;11678171;/fileinfo.html
http://rapidshare.com/files/142080079/micro.rar.html
just overwrite the Gameinfo and Strings with this micro update.
new stuff
The Nexus Project
TCM
and some minor updates on the tech tree with new ability's
and ativate the a hidden Reskinned Capitalship special created for them
have fun with them =D
The Nexus Project wouldn't have anything to do with Nexus: The Jupiter Incident, would it?
damn been a while i played that game, no nexus got nothing to do with nexus Jupiter incident
the capital ship i remade called nexus project, connection by time vs reality
kind of make sens if you see the ship ability's to bad 1 ability was hardcoded and was not enable to mod
Oh god i used to play this mod all the time back before 7DS was around. Good to see you back abisha!
Well, what I would do for an ability where it stops enemy ships and makes it invulnerable would be to give it debuffs similar to the Akkan's Ion Cannon, in a range and affecting only enemy ships. So all enemy ships would essentially be dead in the eater, unable to attack, regenerate shields, or do anything. I would however not have it affect strikecraft so the ship can be destroyed somehow. Making the ability into a "Stasis Field" ability like in SC would just suck.
And yeah, I just played a game with your mod. So I know what I'm saying here. And when you said "new stuff" I though you meant new mods. So yeah I was wondering.
Is the TCM a passive, global buff, or is it tied into the Trade Port's Resource Focus? Because I don't think Resource Focus exists for the Altarian Trade Ports.
i mod the TCM as passive "like a artifact"
as for Candyman good to see you back been a while
Okay nice to know about the TCM. Oh. Need some string help? I'd be glad to help with some.
Hello, does this mod play in the 1.05 version?
Yeah, it uses the 1.05 patch.
Hey Abisha do you think I could incorporate this mod into my mod, SINS [ProMod]? The aim of promod is to balance the game's factions as well as adding more micro to them all. Im thinking of maybe adding user made races into the game as well to give everyone choices. Would adding the Altaria be ok? I might want to change some of their stuff up to make them more balanced but apart form that nothing more.
How dare you be a compilation! That is our job over at 7 Deadly Sins.
JK. Good luck with your mod.
Thank you!!!
lol thanks
hmmmm..... sounds interesting..
me, i dont do the huge overhauls of the whole game thing yet, just tweak the values and made a moveable beam defense, but one of these days maybe... You guys just blow me away with your skills. Its like watching all these master coders at work. But i love to play the mods you make. It makes the game different every time i play it.
-Teal
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