Edit: Wednesday Afternoon 3-4-2009
I have deleted, or erased actually this post as i messed up, and i am sorry for that. Anyway, thanks to all and especially Blair and Craig and Company and All the people at Stardock for being very nice and having a very cool game.
Sincerely,
-Teal
you know you can probly make strikecraft cost resourses too with the new resourse cost for abilitys. i havent really looked into it, but it might be possible.
Good idea, maybe something like xx credits, or if we want to make them hard to come by they could cost crystal.
Good idea!!! Thank you St. Cobalt
ya. only problem is that i do believe its only for the initial cost, im a tad bit tired but you would have to look into it to see if it will work.
Yes to my knowledge of fiddling around with all those sweet entity files...the price is only when you activate the ability.
But hey what stops you from having a NON REGENERATING squadron...once its destroyed..the ability reapplies itself (costing you the resources) and VOILA!
well that is kind of iffty but a good suggestion none the less, what it comes down to is, 1, can you stop the squads for being built, 2 once its completely destroyed, will it reset. or do you need to destroy the non existant squad and remake it.
Nice idea!!! Way to get the strikecraft perhaps back into a little more fightable way!!
Thanks Justin!!!
tyr micro managing 20 carriesrs like that tho
Ahhh... micro'ing might drive me crazy, haha!! But i added it to the guns already on the ships so they will target automatically, This way we get "some" protection, without having to micro.
Ohhh... my fingers would kill me from all the micro mouse clicking!!! Haha.
im trying to create an interestiong option myself. im creating cap ships that you "build" by researching diffrent components. essentially, more weapons and diffrent textures as things get researched. (you start out with 1 of the 3 weapons, and have to research the rest). its quite an expencive ship i created, but quite powerfull for a cap ship (although it only had armor and hull, and it cant regen hull on its own, so it got to limp back to base and repair if you dont got any rebotic cruisers)
LOVE THAT IDEA!
As for ability..I'm sure you can find a suitable trigger for it!
Sins is filled with potential..all you gotta do is find a nice workaround and live with it (seeing as making somehting straight of the bat usually results in uber failing (personal experiences )
i didnt say i was havign trouble doing so, i got one up and running lol. im just looking at tweeking meshes now. which is a major pain in the arse.
... is it a structure or a capitalship or an immobile capitalship that looks like a structure or a semi-mobile capitalship that looks like a structure that cannot phase jump?
Throw out some screenshots and/or video.
Sounds very very cool!!! Keep up the work and let us see it when you can, it would be awesome!!!
Side note: I tried the "Fuel" thingy, but even with no anti-matter the ships still move and jump and the weapons still fire, its just the abilities that dont. I was hoping to find something that would you know, affect the weapons and the jumping too. But oh well, back to the drawing board!!
btw, I just wanted to say cool but the tec seige isn't auto attacking, even with auto attack on, they also don't attack planet unless i click them on the on the planet
you upgrade it through your research tree using the new research model changes, think of the hanger, just as a ship, thers a few things that use the methods i choose, 1 tyhe hanger "enables" weapons through research (the flack turret), 2, the phase migrator upgrades its "model" through research as well, so when you go to a cap ship and conbine both of these aspects, you get a finished result. my only problem is importing files back into sins. once i figure out how to get models from 3ds max back into sins without any major problems, i should be good. ill post a few screens then.
I though star bases are stationary
Not the vasari one...all you gotta do is change the speed
Edited 3-4-2009
Sorry about that.
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