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Comment History  (30 - 60 of 328)
SpardaSon21
SpardaSon21 Dec 27 2012, 7:42pm 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   article: Mechanized Warfare inbound
SpardaSon21
SpardaSon21 Dec 16 2012, 12:12pm 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, 6:24pm replied:

That sounds unwieldy and prone to failure.

+2 votes   media: One does not simply scale things properly.
SpardaSon21
SpardaSon21 Dec 12 2012, 1:52pm 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, 12:37pm 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   article: More work! whoo!
SpardaSon21
SpardaSon21 Nov 6 2012, 10:20pm 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, 1:15pm 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, 1:16pm 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, 2:45pm 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, 2:18pm says:

Koenig Tiger.

+2 votes   media: UEF Tank model
SpardaSon21
SpardaSon21 Oct 5 2012, 2:50pm 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   article: Progress Report, October 4th 2012
SpardaSon21
SpardaSon21 Sep 13 2012, 5:21pm 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, 9:39pm 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, 11:46pm 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, 10:13pm 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, 12:58pm replied:

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

+1 vote   media: Hanger Defense
SpardaSon21
SpardaSon21 May 13 2012, 7:51pm 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, 1:57pm 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, 8:51pm 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, 1:31pm 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, 4:15pm 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, 8:19pm says:

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

+3 votes   mod: Radiant Flux
SpardaSon21
SpardaSon21 Jan 6 2012, 11:52am says:

Wow, you've even gotten the rotating section in-game. That must have taken a lot of work to get right with particle effects.

+1 vote   media: Karuna Frigate Surprise
SpardaSon21
SpardaSon21 Dec 15 2011, 2:05pm says:

Vader111, there was a recent re-release of Blue Planet 2 with optimized ships. You should probably check that out, especially since Blue Planet is a greatly superior mod to Dawn of Sol.

Also, there's no way fleets in this mod should be a large as fleets in stock Sins (if fleets have 25 Deimos corvettes and 40 Fenris and Leviathan cruisers in them something is wrong), so you can get away with higher poly counts than if you were using standard Sins-sized fleets.

+1 vote   mod: Freespace: Sins Of A Blue Planet
SpardaSon21
SpardaSon21 Dec 12 2011, 1:22pm replied:

Actually, the Thanix cannon shoots molten metal.
Masseffect.wikia.com

+4 votes   media: Sovereign Class Reaper Dreadnought W.I.P
SpardaSon21
SpardaSon21 Dec 7 2011, 12:50pm says:

Why not just add the Masari? I mean, this mod is basically trying to be Universe at War, just on the Forces of Corruption engine.

+1 vote   article: What kinds of factions would you like to see?
SpardaSon21
SpardaSon21 Dec 2 2011, 1:06pm says:

I was thinking "Tomahawk" as the name since it looks like it launches cruise missiles.

+1 vote   media: UEF Tech 2 Experimental Tac-Missile Launcher
SpardaSon21
SpardaSon21 Nov 13 2011, 12:12pm says:

Gray and blue.

+2 votes   media: Tone color for "series"(update)
SpardaSon21
SpardaSon21 Nov 11 2011, 12:20pm says:

Right, since it looks a lot more streamlined than the left.

+1 vote   media: GDI M-28 Mammoth Railgun upgrades
SpardaSon21
SpardaSon21 Aug 15 2011, 12:59pm replied:

Dynamic movement would only really be appropriate on frigates and maybe light cruisers. There's no way a Dreadnought, Carrier, or Heavy Cruiser would be doing quick slashing attacks on enemy fleet formations since they're all long-range combatants.

As to the weaponry, I hope Lord_Set fixes that. I'm sure he's read the Mass Effect wiki so he knows what weapons are used for naval warfare.

+4 votes   media: Gameplay Trailer 1
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