First I would like to take the thank rjhughes67 for taking up this project. Nacey has had a lot of things on his plate and so he has not gotten around to Distant Stars lately. He says he will occasionally pop in with comments and ideas but his time is being taken up else where. I, Ryat, will continue to be forum moderator and master bug hunter for this project. And maybe the occasional change/addition.
Second I would like to thank Nacey, -Ue_Carbon, Draakjacht, Stant123 and Skyline (the originator of this mod) for all of their hard work on this project. Also give thanks to all the modders whose mod projects we used, abused and otherwise mutilated for our own mod.
And finally to our fans. Let's face it. Sins of a Solar Empire is a very moddable game and there are some excellent mods out there. We thank you for sticking with us.
And now without further ado the links.....
Sounds like you are getting a double folder some where. Check your mods and make sure you don't have a folder within a folder problem.
ex. c:\....\Distant Stars Mod\Distant Stars Mod
New Tec Flagship thanks to SivCorp.
Looks great rjhughes67! Thanks for setting it up in game and all the hardpointing and and such. I really don't have the time to do the "hard" work for mods, else I would have a complete ship overhaul mod a long time ago.
I am still working on an Advent one too... but the curves, all those curves! Its hypnotic and maddening.
I like curves.
Did someone say curves?!
LOL
HA! I like your humor Isk
Hey guys, have a question.
Does Distant Stars have a Titan level reset on Death incorporated it in?
If not, can a minimod addon from a larger Enchanted 4X mod work with it, by the chance?
Thanks a bunch
No
You would have to rework the entity manifest file but yes it is possible.
I put together a new iteration of the mini-mod which I made back in the days for the Entrenchment and Diplomacy versions of DS.
It replaces all blob lasers with laserbeams, except for the TEC loyalist titan. Since it shoots double lasers, just replacing the projectile graphic with the beam results in a single beam coming out from between the two barrels and unfortunately I don't know how to create a double-beam graphic (if the engine even allows it).
I also included my team-colour texture pack, which gives the Advent and Vasari Titans and the Advent Starbase team-coloured areas on their textures.
It's purely graphical change and doesn't touch any values which would impact the game in any way.
DS Laserbeam + Teamcolour Mini Mod
Nice. To get the double beam affect you wold have to modify the .tga file through GIMP or a similar program. That's how I modified the pirate beams. I love to incorporating the Teamcolour mod though straight in to DS if you wouldn't mind.
Sure, no problem.
Regarding the beam, just modifying the tga unfortunately isn't enough, since the beam turns with the camera so to say. The beams would only come out directly of the barrels if viewed from above or below, but if you look at the turret from the side for example the barrels would be left and right, but the beams would originate from empty above and below the center of the turret.
Edit: Oops... I messed up with the Advent pointdefense beam's timing a bit. 0.1 second duration + 0.1 second delay between shots = one continuous 0.6 second beam. I changed this now to 0.1 and 0.15. Link is still the same.
True, you would also need to modify it in Particle Forge.
Does the Teamcolor mod modify the mesh file? Or is it strictly the texture.
It's texture only.
Hey guys, wonderful to see some activity again on this thing.
So...have capital ships been given love again? I loved the "improved" capital ship element in the original DS, but with the introduction of Rebellion, it got removed.
So, have powerful cap ships been brought back?
Yes they have, though it seems the TEC Loyalist Titan has slipped through the cracks (must have been big cracks to fit a Titan through ), since as far as I can tell from looking at the files, it kept it's original stats, while the other Titans got HP and damage boost of more than 20 %
Though they did far more complicated balancing work than just slapping a fixed percentage onto every ship, mind you. For example the Battleships got a higher HP boost than supports and carriers.
Yes, though more balanced. I did not do the 10x moar powerful battleship concept. Instead I did a 30% for Titans, 50% for battleships (Kol, Marza, Radiance, Discord, Kortul, Rankulas) 25% for carriers and 15% for support cruisers.
Will have to look into that.
Hello,
Not sure if this is right place to ask, but wanted to ask about your DS-PowerfulPirates_v1.0R-RG that is on download page linked at home.
I was wondering if there was any way to make the pirates scale with Bounty amount... because I love the caps... but I feel like they are mostly a nusance and nothing more. When I drop 50k on a bounty, I kinda hope that they'd be a force to recokon with.
Is there any way I could make them meaner. Otherwise mod is great. Been rocking TEC Loyalist, which works flawless with my Turtle play style.
Speaking of Pirates: Is it intentional that many of their cap-ship abilities don't cost any anti-matter?
Perfect place to ask.
There is but I have not gotten around to messing with it in a serious manner. Diplomacy, when it came out, really messed up how the bounty system was set up and I still haven't gotten around to fixing it 100%.
Yep. You will notice that they also don't upgrade either.
Thanks for the Reply, I appreciate it. When you do find the time I can't wait to test it out.
I play off and on, but almost always use this mod when I do play.
Overall, good news. Once I get word about the TEC Loyalist Titan...I'll get back into using this mod (which, by the way, needs to be ranked among the Best Mods of All Time...up there with Kael's Fall From Heaven 2...)
Well I looked over the TEC Loyalist Titan and it is modified. Even shows up in game.
And -Norbert-'s textures are in mod. With appropriate credit given.
All of rjhughes67's hard work of slimming down the mod has been undone.
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