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Comment History  (30 - 60 of 336)
SpardaSon21
SpardaSon21 Jan 18 2013 says:

That book on his back looks rather Inquisitorial for an Astartes who isn't a Grey Knight.

+1 vote   media: FOK Terminator Librarian is done!
SpardaSon21
SpardaSon21 Jan 13 2013 replied:

Sure, but unlike Orks they're hard to convince to do what you want them to do. Bounty and pirate missions wouldn't work well for Dark Elder. On the other hand, just give Orks some flash gubbinz and dey'll be happy ta krump 'o you sayz ta krump.

+5 votes   feature: Fleet Info
SpardaSon21
SpardaSon21 Jan 12 2013 replied:

Increased heat generation makes sense (remember this mod actually takes heat generated from weapons fire into account), not swapping hardware to suddenly start firing higher-energy laser pulses.

+1 vote   media: Salarian Concept
SpardaSon21
SpardaSon21 Jan 12 2013 replied:

Don't forget the Salarians use near-ultraviolet GARDIAN lasers with 6x the range of the infrared lasers everyone else uses.
Masseffect.wikia.com

Also, go for it.

+3 votes   media: Salarian Concept
SpardaSon21
SpardaSon21 Jan 9 2013 replied:

I can help out a bit, too, after I finish coding that Flak Batteries ability SotP wants.

+1 vote   media: Dawn of the Reapers Trailer
SpardaSon21
SpardaSon21 Jan 8 2013 replied:

You know, you have forums now to start putting up posts about these sorts of things. ;)

+1 vote   media: Dawn of the Reapers Trailer
SpardaSon21
SpardaSon21 Jan 4 2013 replied:

There was that BFG mod for Entrenchment that managed to get a mostly-complete Imperial Navy done. They've all disappeared though.

+3 votes   mod: 40 000 Sins
SpardaSon21
SpardaSon21 Jan 3 2013 says:

Best of luck getting this off the ground. I hope you can find proper models for your planned ship list, which is always the toughest part of a mod.

+2 votes   mod: 40 000 Sins
SpardaSon21
SpardaSon21 Dec 27 2012 replied:

I hope so since I love the gameplay additions of Project Nevada like bullet time, sprint, and mobile reticle. I don't know about the PN modules but with this setting I won't need PN's Cybernetics module to get augs. I definitely asked for this. :P

+1 vote   news: Mechanized Warfare inbound
SpardaSon21
SpardaSon21 Dec 16 2012 replied:

The same. Soase-maelstrom is shooting for a full lineup of capital ships, so probably.

+1 vote   media: Pirates - Cruiser Carrier
SpardaSon21
SpardaSon21 Dec 12 2012 replied:

That sounds unwieldy and prone to failure.

+2 votes   media: One does not simply scale things properly.
SpardaSon21
SpardaSon21 Dec 12 2012 says:

A Pitbull is a two-person jeep with minimal armor plating. A Mammoth has a crew of two gunners minimum (one for missiles, one for main cannons), a driver, and a commander (most likely set up), backed by massive amounts of armor plating and the engine to carry all that weight. If you can't fit the two gunners, commander, armor, weapons, and autoloaders for the weapon systems into the turret, you need to make it bigger.

+3 votes   media: One does not simply scale things properly.
SpardaSon21
SpardaSon21 Nov 27 2012 says:

It is very easy to make a new race in Sins. All you need to do is give them their own Player<Race>.entity file and they're their own race. Just copy/paste the TEC one you're using, re-name it to PlayerDMO.entity and you've got your own separate race.

+1 vote   news: More work! whoo!
SpardaSon21
SpardaSon21 Nov 6 2012 says:

From all the bugs I'm getting on start up, it looks like you didn't even try to run your mod with Rebellion's developer .exe file. I'm not going to bother posting any more bug reports until you do so.

+2 votes   mod: Crazy
SpardaSon21
SpardaSon21 Nov 6 2012 says:

I ran your mod through Rebellion's developer .exe file and it looks like your StarBasePirate.entity file is broken, leading to crashes on mod load.

+2 votes   mod: Crazy
SpardaSon21
SpardaSon21 Nov 5 2012 replied:

Yes, definitely. Sins of a Galactic Empire shrunk everything down to fit their supercapitals (Titans) in properly and it works out very well, especially since there's far less crowding when ships attempt to phase jump.

+4 votes   media: Titans?
SpardaSon21
SpardaSon21 Oct 25 2012 says:

Since I can't edit, this would be a great heavy tank with a powerful long-ranged Gauss cannon and an array of short-ranged missiles.

+2 votes   media: UEF Tank model
SpardaSon21
SpardaSon21 Oct 25 2012 says:

Koenig Tiger.

+2 votes   media: UEF Tank model
SpardaSon21
SpardaSon21 Oct 5 2012 says:

I don't think you can actually remove buffs from ships. You can add additional buffs but you can't actually remove them using another ability. What I would do is have weapons fire on ships do temporary, stacking debuffs to ship stats but have them go away after a while to represent the crews re-routing systems around damaged sections of the vessel and effecting temporary repairs to damaged systems.

I prefer the armor plating idea, but you'll have to be careful with naming since UI information is global, so unless you're doing a total conversion the Vasari, Advent, and TEC will all start using C-bills and armor instead of credits and shields if you don't take care with modifying English.str.

+1 vote   news: Progress Report, October 4th 2012
SpardaSon21
SpardaSon21 Sep 13 2012 replied:

You are all forgetting the obvious reason why: it looks cooler than a flying box.

+13 votes   media: Batarian Siege Cruiser
SpardaSon21
SpardaSon21 Aug 5 2012 says:

You misspelled the "New Syrtis" class of carrier.

Aside from that nitpick, this mod looks like it is progressing well. Good luck!

+2 votes   mod: Sins of the Inner Sphere
SpardaSon21
SpardaSon21 Jul 21 2012 replied:

You're welcome.

You're still going to have to decide what to do about inter-star phase jumps since DropShips definitely can't do that, and that's controlled by a research boolean, so either it isn't researched and no ships can jump or it is researched and all ships can jump. There's no middle ground. First thing that came to my mind is a completely ******** research about tiny K-F engines hotloaded from fusion reactors that allow DropShips to do K-F jumps, but like I said that's a ******** research with no grounding in BT science so you probably want something better.

+2 votes   mod: Sins of the Inner Sphere
SpardaSon21
SpardaSon21 Jul 21 2012 says:

One thing you guys might want to think about with regards to K-F jumps and scale is that most Sins maps only take place in a single solar system. It may be an extremely crowded solar system, but all the celestial objects in your average Sins map are in the orbit of the same, single star, and your average DropShip doesn't have issues with interplanetary transits.

Oh, and I'm definitely tracking this.

+3 votes   mod: Sins of the Inner Sphere
SpardaSon21
SpardaSon21 Jun 5 2012 replied:

It does. It is a shame they misspelled "hangar" though.

+1 vote   media: Hanger Defense
SpardaSon21
SpardaSon21 May 13 2012 says:

You should consider moving to Rebellion when it is finally released since Rebellion bumped the weapon limit for ships and structures from three to five, plus there are some additional WeaponClassTypes added such as Flak, Railgun, PointDefenseLaser, PulseWave, and PhaseCannon that you can re-name to get the desired effect. Having an extra two weapons per ship would give you a little more leeway when it comes to proper loadouts, especially since fighters can now have two primaries and three secondaries.

+1 vote   mod: Freespace: Sins Of A Blue Planet
SpardaSon21
SpardaSon21 May 13 2012 says:

The Standard download for Diplomacy has the Expansion mod inside the zip instead of the Standard mod.

+2 votes   mod: Maelstrom
SpardaSon21
SpardaSon21 Apr 23 2012 says:

A little word of warning: shielding grants an always-active damage reduction, over 60% when focus-fired upon by a fleet and 15% when under light fire, so ships without shields need a ton of armor and HP in order to have equivalent survivability when under heavy fire.

Also, since the DMO appears to have a lot of special buffs, you're going to have to write a lot of abilities, and you may run into the 5-ability-per-ship limit a few times.

Best of luck with this mod, and I hope you get everything working.

+1 vote   mod: Cliche Multiverse Project
SpardaSon21
SpardaSon21 Apr 6 2012 says:

Have you changed the particle and sound effects for weapons so they're no longer using effects suited for the standard weapons in Sins, but instead are suited for the weapons found in Mass Effect?

0 votes   mod: Dawn of the Reapers
SpardaSon21
SpardaSon21 Mar 28 2012 says:

Blue, like all the other tesla weaponry in fiction. Green tesla weapons look too much like standard Necron gauss weapons.

0 votes   media: Decision difficulties
SpardaSon21
SpardaSon21 Jan 22 2012 says:

I with everyone else so far. I'm definitely tracking this mod.

+3 votes   mod: Radiant Flux
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