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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!
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.
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.
Wow, you've even gotten the rotating section in-game. That must have taken a lot of work to get right with particle effects.
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.
Actually, the Thanix cannon shoots molten metal.
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.
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.
"N7" is a vocational code for the Alliance military. The "N" part refers to Alliance Special Forces and the "7" part refers to the highest proficiency level. Why would a fighter be designated "N7"?
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
Thanks for the link. I"m surprised something like that was hidden in a subforum.
Do you mean the Vasari Starbase's entity file? That file is "StarbasePhase.entity".
The open space between the two prongs doesn't seem like it belongs in Mass Effect. I'd suggest stretching the central connector forwards so it fills up more space.