After just an afternoon of playing with the new 1.1 release there is alot to like, the mini-screen is very helpful, the graphics and sound bytes and new fighters/bombers look very polished, so i wanted to ask what everyone thinks?
My only regret, and it is small is that the old mods dont work. But i will re-make them, or download some new ones when the community gets it modding legs back underneath them with the new tools and new file formats.
Keep Modding and Playing!!
-Teal
Most of the big mods will be updated pretty quickly
Im planning to release my mod originally called superminimod will be known as Epic Mod. I'm 90% completed. Each race has new ships and unique defense system. Like the advent has outpost they can plant on asteroids that guard the gravity well and also recharge shields nearby units. For vasari they have a hanger that deploys gunships that are way more tougher than a strikecraft. And the tech has a large battle station that can disable ships and also empowered other ships around it. Each race has a destroyer class, battlecruiser class and a titan class. Except for vasari, their bug like warship is battleship inbetween a battlecruiser and titan. Tech has gauss weapons instead of lasers. More levels of research, bigger gravity wells and more asteriods per well. I plan to make ability paths which decides what types of weapons you will have(will be added in when entrenchment is out). Teal I know your always trying to make the modding community lively and if you want you can join shadow and me. Shadow and me plans to merge mods and if you want to join it would be cool. My mod should be comming out next week.
It is very kind of you Kiedjor, but im really only a newbie, ive been at this about 2 months now, and ive just tweaked files, you know... values and abilities and mixed things up a bit, moved images and made frigates that looked like capitals, haha, and frigates with capital abilities. And i love my mobile defense!! Haha, but yes, if im not too inexperienced for you guys, it would be wonderful!! Thank you! Right now with the 1.1 none of my mods will run, so i will have to figure out how to do that, and then i can be back at it. Let me know what i can do to help and i will give it a try. I am used to doing my changes in notepad with 1.05, so the ui in the developer tools is a little foreign to me, but heck im game. Thank you for the flattery and hope i can be of some use. Take care and say hi to Shadow for me, and oh... its a pleasure to meet you, i dont think we've talked before. One karma for you, for the flattery!
Thank you.
Take care Annatar,
Do you have a messenger like aim? If you do pm me with the messengar and screen name so we can chat easier.
kk, have to log off, but yes, i will have to get a aim account setup, and then i will pm you with it.
-T
Sounds cool and if you are interested i'll let you beta my mod. So far only shadow has seen it. So far I believe he likes it.
SoA 2 0.03 is already adapted to the 1.1 patch. There is still more work to do and some issues with the way the shaders are rendering on modded ships, but im sure we can knock out those new issues easily. Regardless Mods are beig worked on for 1.1
Anyone know whats going on with this new 1.1 patch? I can not get my mod to activate with the new patch, every time I try it crashes out with a dump file. This is very frustrating I have a lot of work into this mod. I have even gone any jsut placed an empty directory in there and it still crashes out. anyone els having issues or knowwhats going on with mine?
Thnaks!
Its kinda picky. Make sure you have the line: useCostType "AntiMatter" or useCostType "Resource". If I was you i would copy abilities from v1.1 and redo them from your old mod. It worked for me! I hope it works for you!
It needs more than just an empty folder.
Back up your original mod then copy the 1.1 reference files into your mod.
No mod will run without a complete gameinfo folder. Why? I dont know. I didnt design the game. Then match up your modded files with the 1.1 reference data to see if anything was changed. You are basically re-building your mod from scratch like this. If all of your entitys, and english string match the 1.1 data then your good to go.
AFAIK none of the ship entitys formats were changed at all because the 1.05 entitys are pretty much identical to 1.1 except the changes in stats.The way the gameinfo folder is, and how the entitys are formatted seem unchanged from 1.05 (other than vanilla ship stats).
Sound folder remains unchanged.
brushes and UI remain unchanged except for the added mini underground window, and some UI textures. UI still only supports 15 combat ship slots.
Particles file now has separate folders for abilities buffs weapons etc. The weapons effects are separated according faction now. You will notice folders for TECH PHASE, and PSI. If you have your own modded faction, Example "Federation" you should make a new folder with your mod factions name, and drop all modded particles that faction uses in it. The game will find it. Ive already tested this with SoA 2, and it works. Nice way to organize
Textures.. The -cl Texture now use the alpha channel for team color. The specular maps have been relocated to the Red Channel on the -da texture. There is a small problem with this, because now my ships show a faint team color throughout the entire model. When i turn Team colors off then my models show no specular mapping. I almost think it may be because i have to reconvert with the new convertxsi from the 1.1 forge tools. The textures match the sins 1.1 textures as far as where team color specular, illumination etc etc are supposed to be. So far this is the only issue i have modding 1.1.
Hello everyone,
I'm relatively new to the game (been playing for about a month) and have loved it so far. I downloaded Sins 1.1 this afternoon but due to my hectic schedule, I won't be able to play it until Sunday. Because I just can't wait to find out, I was wondering if anyone could answer this question: how are the graphical and particle effects improvements (and please feel free to go into detail)? When I heard the graphics and explosions were getting an update, I was thrilled; I have to admit - I love gameplay first and foremost, but am still a bit of an eye-candy whore. Sins was already a great game, but the explosions and weapons effects were some of the only weak points for me. How do the improvements stack up to bailknight's excellent mod? I haven't downloaded that yet (just found out about the mod a week before 1.1 was being released), but the vids and previews of it are awesome. Also, which ship models in particular have been redone?
Thanks for any and all replies. Somehow I'm going to have to find a way to wait until the weekend to try the new and improved Sins, and satiating my curiosity regarding the improvements will help make that possible.
Oh, and thank you Stardock for creating a fantastic game and offering excellent support and customer service. A space-combat strategy game of this calibre had been long overdue, and you guys certainly produced. I'm eager to see what the expansions will bring, and rest assured, I'll be an instant customer of any sequels you release in the future.
Luckily, in the light of the above reports, I think The Last Stand will be brought up to date quite fast so it won't slow down the development much. I will also look into updating the Volumetric Effects mod to be 1.1 compatible.
What I'm curious about is - have the upped the ante on visual quality by increasing texture resolutions or by some other means? I'm still updating my game so I guess I'll have to wait a bit to find out...
As far as I can tell, they just improved some of the rendering effects.
Thank you, it sounds interesting.
Thank you again Kiedjor for the chance to join you guys!
Major Stress, looking at my install folders, I don't see new folders inside the Particle section. It's all as before... did you download your copy of SoaSE or get a boxed copy? The game says I'm updated to 1.1 and everything seems to be working fine so I'm a bit puzzled by this.
Do I like Kiedjor's mod! HELL YEAH!!!!! We've had EPIC MOVING BATTLES IN THERE! You know like the ones you see on tv..with actual moving ships and them blowing up in front of your eyes as a missile (which had been following it for the past 5 mins and finally touched it when the ship decided to turn around!! Bad choice for the ship )!
Am I any good at Kiedjor's mod...we'll I think he'll agree with me that I suck for now! I'm still new in the sense that I still play 2 (me + ai) vs. Hard AI (working on making it 2 vs. 2 soon ) But I learn so much from looking at his tactics and all!!! It's an honour to play with him! *bows down and praises Kiedjor for another 30 minutes*!
But then again..it's his mod so he knows whats good vs. what...when until I finally get mine moving! I hope it'll even out the odds! In the meanwhile...everyone keep up the good work!
This game and it's followers RULE!
Take care all,
Justin S.
PS: sorry for the long post...
so many goddam smileys.
edit: apologies to teal. I found a post with even more gratuitus smileys.
I'm happy, makes me not the most weird one around here anymore.
I tend to overuse them a bit sometimes
Thanks guys! Happy to share it with you finally
I dont mind that
Go for it Annatar, use all the smiley's you want...
-t
Awesome!! Glad you could join us, sit down and rest, you all deserve it, nice release.
Dear Dr Sir, You need a smile Sir, Have a beer if you like as well !
p.s. haha, i loved your post when i saw it, made me think well... haha, someone's smiling.
Kledjor
sounds interesting..... combine it with hero class ships we will really throw a war into a new level....
No. Not war. WAAAAAGGGHHHHH!!!!!!
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