I am just a gamer that loves anything and everything sci-fi from Halo, to Homeworld, to Warhammer 40k, to Starwars, Starcraft, Sins of a Solar Empire and Dead Space my new personal favorite.

Comment History  (0 - 30 of 680)
DarkSajuuk Jul 29 2015 says:

No it isn't synced with the hyperspace effect. My reasoning on this is due to the fact that the gate uses an already time consuming opening and closing animation. As a result I want the ship to come out of the gate as quickly as possible but still in line with the animation.

Also the gate is capable of building utility ships, frigates and platforms and of course capital class ships.

Capital Class ships of course arrive through the gate.

While the rest will be deployed from an actual hanger that I have yet to add to the gate.

Fighters and Corvettes however are built from the Dark Progenitor's Carriers(Dark One's Hands)(You can see one in the picture as well)

However I am considering setting up the gate to build fighters and corvettes as well. But I'm unsure on this as of right now.

Though the Dark One's Hand is capable of building any ship in the Dark Progenitor's fleet. Except for Dreadnaughts and the Dark Star.

Also as far as the original demo goes the Dark One's Hand could build Dreadnaught's as well. This is being changed in the full version for balance reasons.

+1 vote   media: Dark Space Gateway. (Ingame)
DarkSajuuk Jul 27 2015 replied:

As far as I can tell modding for the classic Homeworld 2 version is the same as modding the original one as well. Meaning the mod will be compatible with both versions.

+1 vote   news: End of Dark Wars(For now...)
DarkSajuuk Jul 11 2015 replied:

Once I can get around to restarting development I plan on finishing the classic version before I even think about moving onto a remastered version. Still we will see what happens.

+1 vote   news: End of Dark Wars(For now...)
DarkSajuuk Sep 29 2014 replied:

Ya I most likely did. Most of these were just for testing anyways. Plan on redoing a few later.

+2 votes   download: Beast Ships Pack
DarkSajuuk Sep 20 2014 says:


+2 votes   media: Covenant Generator concept
DarkSajuuk Apr 11 2014 says:

Awesome as always.

+1 vote   media: Progenitor BeamHunter (analogue of frigate class)
DarkSajuuk Mar 17 2014 says:

Shrouded Blade

+1 vote   media: YourName
DarkSajuuk Feb 27 2014 says:

Give me now!!! :) Its just so awesome.

+1 vote   media: Mission 01 Sneak Peaks
DarkSajuuk Feb 16 2014 says:

Yes I know the resolution is at 800x600 I keep it like that because it runs better because there is less on the screen and right now with this game anything that helps with performance is good.

+1 vote   media: Space Engineers Creations
DarkSajuuk Feb 10 2014 replied:

Umm... No

+1 vote   download: Dark Progenitor and Kardaran Demo
DarkSajuuk Jan 24 2014 replied:

I really don't care about the old effect I'm not going to have it set up where ships pop up after the brightest part because I want ships to be out on the battlefield as soon as possible.

+2 votes   media: Dark Space Gateway Effect
DarkSajuuk Jan 20 2014 says:

Hmm my level 30 character from fallout 3, Yep I'll be fine.

+1 vote   media: Who Are You?
DarkSajuuk Jan 9 2014 says:

Ok where did I leave my stockpile of nukes at...

+1 vote   media: Steven Seagull
DarkSajuuk Jan 9 2014 replied:

I think I would just call in a nuke... Or an orbital strike.

+2 votes   media: There Are Idiots Among Us...
DarkSajuuk Jan 7 2014 replied:

No problem. I just thought i should point them out, keeping the ships original is all fine.

Heck I had a similar problem in my mod where a ship wouldn't launch and ignore parade formations and adding those 3 scripts seems to of fixed it.

+1 vote   media: Shipyard builds Mothership
DarkSajuuk Jan 5 2014 replied:

That is very true, I just wanted to make this thing for the fun of it. :)

+1 vote   media: Beast Infected Taiidan Missile Destroyer (WIP)
DarkSajuuk Jan 3 2014 replied:

(Dang couldn't edit the original in time.)
I also noticed the Vaygr Flagship is missing 2 other little things in it's script which are:
addAbility(NewShipType, "CanDock", 1, 0)
NewShipType["dockTimeBetweenTwoFormations"] = 1
NewShipType["dockTimeBeforeStart"] = 2
NewShipType["dockNrOfShipsInDockFormation"] = 1
NewShipType["dockFormation"] = "delta"
NewShipType["queueFormation"] = "dockline"
NewShipType["dontDockWithOtherRaceShips"] = 1
NewShipType["ignoreRaceWhenDocking"] = 0

As well as this one:
addAbility(NewShipType, "CanLaunch")
NewShipType["launchTimeBetweenTwoFormations"] = 1
NewShipType["launchTimeBeforeStart"] = 2
NewShipType["launchNrOfShipsInDockFormation"] = 1
NewShipType["launchFormation"] = "delta"

Also the real strings are the "CanDock" and "CanLaunch" ones the parts under them are things that controls it.
Hope this helps.

+1 vote   media: Shipyard builds Mothership
DarkSajuuk Jan 3 2014 says:

The reason why they might ignore parade data could be the fact that both mothership's scripts are missing a certain string that controls that i believe that it could be "addAbility(NewShipType, "ParadeCommand", 1)" (without the quotes)

+1 vote   media: Shipyard builds Mothership
DarkSajuuk Dec 20 2013 says:

Currently enjoying Maelstrom as the the pirate race, despite how they aren't finished yet. Can't wait to see how they turn out when finished.

+2 votes   mod: Maelstrom
DarkSajuuk Dec 18 2013 says:

Awesome i can finally enjoy sins again! :)

+1 vote   download: Maelstrom Rebellion v1.8 R7 (DLC's)
DarkSajuuk Dec 8 2013 says:

You can also see UI modifications on this pic as well.

+1 vote   media: Dark Progenitor Icon Work
DarkSajuuk Dec 5 2013 says:

Maelstrom has been a mod that has definitely enhanced my Sins experience, with that, this mod has my vote. :)

+1 vote   mod: Maelstrom
DarkSajuuk Dec 4 2013 says:

This one has my vote :)

+4 votes   mod: Classic - Mass Effect Reborn
DarkSajuuk Dec 2 2013 says:

This mod has my vote!

+2 votes   mod: Sins of the Prophets
DarkSajuuk Dec 1 2013 says:


+2 votes   mod: Vaygr Expansion
DarkSajuuk Nov 22 2013 replied:

I've always spelled it Hiigara because of the fact that spelling of Hiigarans match it, its just how I've always done it but I can understand and respect the reasoning for using the other spelling.

+1 vote   mod: Homeworld:@
DarkSajuuk Nov 22 2013 says:

Ah an update and a epic one at that! Glad to see this mod is alive and well.

+1 vote   mod: Homeworld:@
DarkSajuuk Nov 19 2013 says:

Ah yes I remember this mod from a while back and I found it interesting, the idea is kinda neat. :)

+1 vote   mod: Ultimate Homeworld 2 Mod (Intro and Download link)
DarkSajuuk Nov 18 2013 says:

The funny thing is I was barely lagging with this. The reasoning the Hiigarans and Vaygr are optimized the other races... Not so much.

+1 vote   media: I may have overdone it now...
DarkSajuuk Nov 17 2013 says:

o.O .....Does anyone have any brain bleach...anyone

+3 votes   media: Some pics
Last Online
Nov 14 2015
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