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NBC Universal is so going to hammer you guys once they find out about this. Not only that, none of these theme songs sound the least bit Warhammer 40k. Look to the original Dawn of War tracks for inspiration.
I'd go with the 1PN93-4 just because its a lot more ergonomic and won't take up as much screen real estate on top of the gun as the 1970's one will.
Did you intend for the read-me in this archive to be password-protected?
I think you might need to rebalance the armor vest if a .50 caliber anti-materiel rifle can't go through it...
From the image on the right, it looks like an FG42 with the ultraviolet night sight on top.
Why does it have the curvy spiky bits? Those don't fit in very well with the rest of the TEC.
Actually, .223 and 5.56mm NATO are very nearly identical and are quite capable of being interchangeably loaded in the same weapons, so yes, the Mini-14 can indeed take military ammo right out of the box. 7.62mm NATO and .308 Remington are the same way as well.
Not for me. For me they appear so tiny I have no idea what's happening in them.
Don't be sad. I'd love to deploy a lance of BattleMechs to take on the zombie menace. Its just that a lance of four 'Mechs is a bad formation to deploy Timber Wolves in. They really belong in stars of five 'Mechs each.
"Lance of Madcats"
You guys really don't know BattleTech very well, do you? :P
You need to make a PlayerRace.entity file for the DMO. Copy PlayerTech.entity and rename the copy to PlayerDMO.entity and use that as your new DMO race file. Make sure isSelectable is set to TRUE.
In before "dat aft".
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.
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
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.
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.
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.
Wow, you've even gotten the rotating section in-game. That must have taken a lot of work to get right with particle effects.
Actually, the Thanix cannon shoots molten metal.
I think your weapon projectile effects need to travel faster. Their low speed and small bullet size makes them seem weak.
Hmm. It reminds me a little bit of the Warhammer BattleMech, so why don't you call it that? Sarna.net
Do you mean the Vasari Starbase's entity file? That file is "StarbasePhase.entity".
I think he's saying the Uziel will be a heavy mech for the Aeon, not that it is a Heavy 'Mech in BT. To the maker: great model and texture. I think it will look great for the Aeon.
That's fine. The Atlas would be cool, but it isn't anywhere near a "must-have". Your mod is pretty great regardless of BattleMech content.
The Cybrans should probably get this. If you wouldn't mind making more BattleMechs, I would suggest the Atlas for the UEF: Sarna.net
If the AI can use it, #2 would be the best. If the AI can't figure it out, you'll have to go with #3 and probably nerf those spinal weapons to not insta-kill stuff.
Nope, you're right, this was used in Blue Planet: War in Heaven as the GTF Atalanta.
Any chance you could add a research that upgrades the Vulcans to Rapiers?
He must be Duke Nukem.
No fan service? Shame on you.
At least you didn't say the release was soon.
Why not make make the builder be the original Heretic, just re-named to something like Chaos Slave, and have the DoW2 Heretic become a scout/meatshield unit with the name of Cultist or something?
Well, I was just wondering. The name isn't bad or anything, I just happen to associate metal boxes called Rhinos with a certain mad villain in power armor and his incoherent screaming.
And lasers don't produce a lot of heat? Trust me, a coilgun setup like this will produce far less heat than anti-aircraft lasers.
Did you have to name a metal box "Rhino"?
Awesome particle effects. Now that's what a war should look like.
Are you saving the other sponson weapons for other variants of the Leman Russ such as the Demolisher and Punisher, or is this the only Leman Russ you are making?
No, I like it hidden on the side. That way its not covering up a good portion of the screen.
Holy ****. That's one huge-*** Xin ship.
The colors seem a bit too saturated. And why does that Blood Raven have a Blood Angels symbol on his chest?
If this is going forwards, that's good. Its always nice to see new FS2 mods.
Damn it, damn it. Must have mod so I can kill Bugs.
In other words, mod looks great.
WTF. Is there supposed to be a picture here, because I'm not seeing one.
WOOT! Avenger cannon FTW!
I couldn't tell from the video, but will damaged units move slower than healthy ones?
Russia has Apocalypse tanks. We have Metal Gear Rex. We can't lose!
Hehehe. Who says only Crysis has nanosuits?
Any chance of Verpine Shatter Rifles?
You're picking them off of the bodies of their fallen owners.
That does not look like something I want to pilot. Aren't walkers supposed to be intimidating? Looks like some weird alien spy crawler that's a few inches tall.
Was that actual, exploding flak?
Yeah, AOC takes way too long to attack. Realistic, yes. Fun, no. I certainly hope this mod doesn't do that. I should warn these guys though, Elven Archers were nasty with those twin blades of theirs.
To the might of the Barrett .50 Caliber! I can't believe we had to start Armageddon with a weapon like this on our side.
As if a 7.62 mm round propelled by over 2 inches of gunpowder wasn't bad enough, the makers of the mod had to go ahead and include semi-jacketed hollowpoints as an ammo type.
And this is for hunting rampaging bear with? If you are including JHP .50 Barrett rounds, don't let me know. I'm not sure I want to do contemplate what even a flesh wound from one of those will do. (Flesh wound from a .50 rifle round? No such thing. Your absurd and overpowered ammos are driving me crazy!)
But I like this kind of crazy. Keep them coming!
What guns use this ammo?
And just how powerful are they? I'm guessing they are close to one hit kills.
Anyone else want to be a Walking Tank?
Remind me to not fight this thing then. System Id in Xenogears must be the most OP ability ever, basically ending the fight instantly. Its like Ichigo Kurosaki turning into a Hollow in Bleach.
Hahahahahahahaha. Never thought I'd see the Weltall in anything other than Xenogears. Great job on this by the way. Love it. You going to do the Weltall-2 as well? Well, actually this is kinda the Weltall-2 because of the way those wings are positioned on the back. Can we activate System Id in this thing then?
Looks Hierarchy-ish. Which means it looks cool.
Those HUMVEES are sure packing a lot of firepower. Oh and Abrams FTW!
So the bad guys of the world still haven't learned the most important lesson of all. DON'T MESS WITH AMERICA!!! Some Steel Rain will hopefully persuade them to stop trying to blow us up. And by persuade, I mean blow them up first.
Of course, my favorite kind of negotiations. From a position of massive strength. Preferably I will have some Abrams tanks ready in case they try anything.
Wow freaking great song. I can actually imagine myself blowing the crap out of an Angel with an Eva when I listen to this.
What the hell? We get the Soul Reaver?
Anyone else wanna negotiate?
I think he means the actual mod. What are you trying to accomplish with this mod? And by halo do mean the halo from halo or some other non-halo halo?
Awesome. Kinda reminds me of what the Chief's armor from the Halo games should look like. It better be black. Very black.
The same. Soase-maelstrom is shooting for a full lineup of capital ships, so probably.
That sounds unwieldy and prone to failure.
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.
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.
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.
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.
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.
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.
You are all forgetting the obvious reason why: it looks cooler than a flying box.
You misspelled the "New Syrtis" class of carrier.
Aside from that nitpick, this mod looks like it is progressing well. Good luck!
It does. It is a shame they misspelled "hangar" though.
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.
The Standard download for Diplomacy has the Expansion mod inside the zip instead of the Standard mod.
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.
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?
Blue, like all the other tesla weaponry in fiction. Green tesla weapons look too much like standard Necron gauss weapons.
I with everyone else so far. I'm definitely tracking this mod.
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.
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.
I was thinking "Tomahawk" as the name since it looks like it launches cruise missiles.
Gray and blue.
Right, since it looks a lot more streamlined than the left.
Any chance of new screenies and video for 1.0? And how compatible is this mod with other mods/multiplayer? I really don't want to have to swap out folders if I want to play a mod. Also, let some people at the Sins forums know about this mod. DANMAN might want this for his 7 Deadly Sins mod, and Lost_WLD might like some competition for graphical enhancement mods.