Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.

Comment History  (1170 - 1200 of 1,290)
ZombiesRus5 Jan 21 2011, 12:46am replied:

I don't want to modify the base game or create issues with my stacking of SinsPlus or whatever else comes down the road. In reality Battleship capitals are not very strong. If you look at their base weapon damage they are very weak compared to the 50 supply of heavies. It's really about the abilities.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Jan 20 2011, 10:46pm replied:

The latest version 1.011 was due to a desync issue in multi-player games. It doesn't really affect this mod unless you play multi-player.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5 Jan 20 2011, 6:57pm replied:

This should work with Diplomacy 1.011 (desync hotfix) and 1.01. I don't know if it would work 1.00 or not.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5 Jan 14 2011, 4:24pm says:

Your models are coming together quite nicely. If I may ask what is the poly counts your are hitting now?

+1 vote   media: Its a Cyber colony
ZombiesRus5 Jan 7 2011, 10:39am replied:

Diplomacy is the second expansion available from Impulse. It requires Entrenchment be purchased as well. While diplomacy is not near as good as Entrenchment the quality of mods coming out makes it worth the price.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Jan 5 2011, 10:51am replied:

Maelstrom is the only mod I know of that is worth playing on Regular Sins (v1.191) currently.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Jan 4 2011, 12:49am says:

Sorry copy paste error.

This is for Entrenchment.

(E) = Entrenchment
(D) = Diplomacy

+1 vote   download: Sins of the Fallen (E) Alpha 0.2.2
ZombiesRus5 Jan 4 2011, 12:48am replied:

I take it you got diplomacy?

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5 Jan 3 2011, 11:03am says:

Hi Holybeast, nice to see you here. I remember you asking if there would be an Entrenchment version :P

I'm planning on using the fortress type model in the images above as a capital ship for Plague. I think the current bulging starbase works pretty good personally.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.4
ZombiesRus5 Jan 2 2011, 5:22pm replied:

What are your system specs?

It's hard to tell based on your comments but you may be hitting the memory limit with Sins.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Jan 1 2011, 6:54pm says:

Thanks, I think I have a good plan for the Archailect's and getting the AI to work correctly.

+1 vote   article: Sins of the Fallen: Transhumans
ZombiesRus5 Jan 1 2011, 4:50pm says:

empire at war will be awesome for you work :D

+1 vote   media: Happy New years (Cyber Drone)
ZombiesRus5 Jan 1 2011, 4:18pm says:

I'd like to comment on cmadd20's review...

"It is a good mod that adds two great teams with an interesting desighn. The beast is a team that is completly different from enything seen in SINS before. While this mod adds teams that are mystifying and scary it is rather bland and does not drasticaly change the fealing or gameplay of the game."

First I appreciate the comments, it's good to get critical feedback like this. My original goal was to not modify the core game while introducing two new races balanced as much as possible with the existing 3. This of course means I did not change the gameplay much other than the few racial features that make the two races feel unique.

To the credit of this mod... all the models were custom created by myself and a few sins forum members who joined the cause several months back. Outside of some great ideas offered by the modders everything else was done by myself. I don't think the review offered above is negative at all, it just made me think of the years worth of effort I personally put into learning how to mod sins and come up with the ideas for this mod. It's been a lot of fun trying to make something other people want to play and I hope to continue to make improvements.

I'm also hoping to make the races in the Transhumans addon feel and operate differently from the existing races... Time will tell.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 30 2010, 9:26pm replied:

Ok, it's definately SinsPlus. TerranHome planets have a maxStarBaseCountPerPlayer of 2 :P

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 28 2010, 2:39pm replied:

ok, sorry wasn't thinking about the 1v1 when I wrote the response. I didn't change anthing about number of starbases per well. IIRC you are using sins plus, I can see what they had set.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 28 2010, 11:46am says:

very nice!

+1 vote   media: Cyber 3rd order "Colossus"
ZombiesRus5 Dec 28 2010, 9:34am replied:

Sounds like fun!

On the two starbases in one well... Is that in a Sun, or two different AI's built starbases in the same well?

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 24 2010, 2:21pm replied:

Cool, was hoping to include more content... Hopefully that will be resolved in the first quarter of next year.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 23 2010, 5:29pm replied:

Happy Holidays and Merry Christmas for those observing.

I posted the latest build with a couple new models (nothing major yet). I plan on spending the holidays with the family and will begin the work to complete the Plague structures and dialogue next year in addition to begining work on the coding for Transhumans which I'm excited about personally.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 22 2010, 8:16pm replied:


+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 22 2010, 8:16pm replied:

Sorry, real life has prevented me from working on the mod other than some posts... I haven't been able to touch any modding for a week now. Hopefully an update will go up soon, but it will mainly be a couple of model updates for plague along with a new window for player picture selection allowing up to six races to be displayed.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 22 2010, 8:13pm replied:

I like the idea for the tactical structure for speeding up phase jumping.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 20 2010, 9:10am replied:

Pacts work fine with my modifications. The main delimiter with pacts is if you are playing a unlocked free for all or with locked teams. unlocked free for alls take more time to develop the relationship requiring you to do missions and what not. Locked teams usually results in pacts quicker. In either case I find researching down the diplomacy tree seems to kickstart the AI (might just be a coincidence).

The sad fact is no modder can currently create new pacts and leave the current system of pacts in place. The game is hardcoded to support only 18 pacts period. You can modify the existing pact types and switch them around which is the approach I used.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 19 2010, 11:46am replied:

Yes, I had to remove two pacts from TEC, Advent and Vasari to make three new pacts for Nephilim and Plague. The Diplomacy expansion is NOT very moddable with the new pact system. I really hope Ironclad rectifies this with an update (chances aren't likely but they have been known to make changes for the modding community in the past, i.e. dynamic movement).

I'm not sure how I'll handle the situation with the Transhuman addon. A complete redesign of the pact system may be in order or just fall back to the current system or maybe offer both!

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 19 2010, 11:42am says:

Ok... The lore for sins doesn't really say where the TEC peoples originated, could have been Earth maybe. I never really viewed them as from Earth though I do think they may be very similar to Earth's Humans. Sorta like Farscape's races all look Human.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 19 2010, 11:36am replied:

Ok, bailknights graphic mod and TSOP squadron audomation are not compatible with other mods that add new content due to the changes they made in those mods. I would need to build a bridge addon similar to the SinsPlus addon to incorporate those mods (I'll look into it).

The reason why the shells are not going away is Bailknights mod changes the explosion data which overrides my mod's explosion data.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 18 2010, 5:51pm says:

could you explain "had to disable squadron automation"? I'm not sure what you mean and what is happening. Also, what version are you using?

"Are the shells for the plague supposed to remain floating in space forever"? They should disappear and I have not seen this occur. Are you running with one of the stacked addons like SinsPlus or TSOP? I can try and recreate this with more information.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 18 2010, 5:43pm replied:

Thanks! and your right there are roughly 12-15 less research items from the core races. The core research and technology is accounted for in the custom research trees while some of the more obscure research is not. Specifically the civilian trees are the lightest between the races. Any ideas for civilian research would be considered. For example, the core races each have a unique tactical structure/ability while my races do not. There are also some other obscure research items that could be considered.

+1 vote   mod: Sins of the Fallen
ZombiesRus5 Dec 17 2010, 11:36am replied:

I agree! The next terran race will be a rogue pirate faction. I would like to add a human faction eventually too, just need a solid idea for what that might be. It could also be a cross-over with another mod! :P

+1 vote   media: 3rd Race Concept Models
ZombiesRus5 Feb 5 2015, 3:31pm replied:

LOL, whatever

+1 vote   download: Sins of the Fallen: Reb 1.82.34 (Full Version)
ZombiesRus5 Dec 26 2014, 5:48pm replied:

I agree on Full Colors... I'm redesigning that research now.

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5 Dec 26 2014, 4:40pm replied:

See comment below...

+2 votes   download: Sins of the Fallen: Reb 1.82.33 (Full Version)
ZombiesRus5 Nov 17 2014, 1:16pm replied:

It's in the FAQ

+2 votes   download: Sins of the Fallen: Reb 1.82.31 (Full Version)
ZombiesRus5 Nov 14 2013, 10:30am replied:

Put one up today for authorization :)

Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5 Nov 13 2013, 8:18pm replied:

So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.

+1 vote   download: Sins of the Fallen: Reb 1.80.29 (Full Version)
ZombiesRus5 Nov 1 2013, 5:41pm replied:

I redid them. Let me know if it's still sounds odd to you. It should be a much softer radio effect now.

+1 vote   download: Sins of the Fallen: Reb 1.52.26 (Full Version)
ZombiesRus5 Oct 2 2013, 2:53pm replied:

The only real risk I can see is if you exceed the hard code limit for meshes.

+3 votes   article: State of the mod 2-10
ZombiesRus5 Sep 15 2013, 8:14pm replied:

These aren't really new. These concepts were introduced by other modders/mods which are being extended now by other mods (as intended).

+1 vote   article: Star Trek Armada 3: Romulan development
ZombiesRus5 Sep 13 2013, 10:53am replied:

The convert xsi has an upper limit on how big a mesh it can convert.

Have you converted any models to meshes yet?

+1 vote   mod: War for Terra
ZombiesRus5 Sep 12 2013, 10:31am says:

I'm a little concerned you appear to only have taken cool pictures of 3d models and re-posted them here.

Have you actually verified their poly counts. Have you converted them to mesh format to make sure they are compatible with Sins?

A lot of Sol Command's later work is pretty poly heavy for Sins if supported at all. There's also a lot of manual fixing you'll need to do to make them Sins compatible. How much XSI experience do you have now?

It just seems jumping the gun a little bit to say your using a model but not doing any verification whether it will work or not.

+1 vote   mod: War for Terra
ZombiesRus5 Aug 28 2013, 6:36pm replied:

TEC militia are the default when an optional militia override isn't set.

+2 votes   download: Sins of the Fallen: Reb.1.52.23 (Full Version)
ZombiesRus5 Apr 20 2013, 10:44pm replied:

try it without the flagship mini-mod.

+2 votes   download: Sins of the Fallen: Rebellion R2
ZombiesRus5 Apr 20 2013, 12:02pm replied:

Please follow the installation instructions and ensure the order of activation is followed. Also, use the recommended settings.

Please also restart Sins after activating the mod. There is a well known issue with Sins and mods dumping after initial activation. SOA2 also has this specific issue.

+2 votes   download: Sins of the Fallen: Rebellion R2
ZombiesRus5 Jan 20 2013, 7:35am replied:

All six new factions (Nephilim, Plague, Rogue, Hypercorp, Colonial and Cylon) have an additional Capital Ship making at-least 6 total.

+2 votes   download: Sins of the Fallen: Rebellion R1
ZombiesRus5 Jan 13 2013, 7:36pm replied:

That's because Halo AI's are hardly anything original.

+1 vote   media: Fall of Transhumanity Menu
ZombiesRus5 Jan 4 2013, 10:15am says:

Will be a long long road ahead if you only have one untextured model.

Are there any community resources for 40k? Any other mods to synergize with?

+3 votes   mod: 40 000 Sins
ZombiesRus5 Oct 6 2012, 12:16pm replied:

I'd like to see what it would look like if the lines where moved to a bump map and then put back into the texture with a bump filter.

+4 votes   media: Cerberus Heavy Frigate
ZombiesRus5 Aug 18 2012, 1:07am says:

just all kinds of awesome

+1 vote   media: SGI Hatak - Wallpaper - Join the Rebellion
ZombiesRus5 Jul 7 2012, 2:32pm replied:

Sounds like your Diplomacy version needs updated to 1.34.

+1 vote   download: Sins of the Fallen R6 (Baked)
ZombiesRus5 Jun 15 2012, 10:52pm replied:

I won't be splitting my factions up into Rebel/Loyalists. I will be adding Titans and corvettes though to balance out with the current factions. And your dead on with the time consuming part. I'll do good to get a respectable titan mesh for each faction.

+1 vote   article: Sins of the Fallen R6
ZombiesRus5 Jun 5 2012, 10:44pm replied:

True it is just a game and no it would not be air.

Air is the term used to describe the "gasses" that make up the breathable atmosphere on Earth. That Green "smog" is most definitely not air.

+1 vote   media: Refinery & Extractor
ZombiesRus5 Jun 5 2012, 5:40pm replied:

derp, it's coming from the stations. And and any gas/dust/etc released by a station would eventually be attracted to the nearby planets gravity.

+7 votes   media: Refinery & Extractor
ZombiesRus5 Jun 1 2012, 4:27pm says:

haha, developer executable :P

+1 vote   media: More Cerberus Icons
ZombiesRus5 May 31 2012, 9:41am replied:

I have my own process for creating the main view and info card icons. We are creating icons similar to the vanilla game in look and feel.

+1 vote   media: Dreadnought in Dock
ZombiesRus5 May 27 2012, 9:48pm says:

Not sure if that means you like it masterjake ;)

I'm sorta drawn to steampunk and thought it fit nice with the Rogues :P

+1 vote   media: New huds
ZombiesRus5 May 22 2012, 9:00am replied:

Titans are not built from the capital ship factories, they have their own factory specially sized for the much larger models.

For Diplomacy we will probably use a spawning process similar to what I designed for Maelstrom that limits the player to a single Titan.

+9 votes   media: One Year!
ZombiesRus5 May 2 2012, 10:13am replied:

Sorry, it was directed at Unikraken has a friendly poke. I didn't know you were on a similar mod or one at all.

It also appears the replies have a limit as to how far they will nest when doing "reply to comment"

+1 vote   media: Cerberus Station Display 2
ZombiesRus5 May 1 2012, 10:39pm replied:

BTW, nice on the models!!!

+4 votes   media: Cerberus Station Display 2
ZombiesRus5 May 1 2012, 10:26pm replied:

When's your public release for SotP? ;)

But seriously, I've been working a lot of odd hours and long hours in the week. I hope to get back into this soon, but work and family has taken a precedence.

+9 votes   media: Cerberus Station Display 2
ZombiesRus5 Apr 27 2012, 3:09pm says:

Ok, so thats the Advent UI from rebellion colored purple. I'm not sure how back porting rebellion content is going to go over.

+2 votes   media: Covenant UI
ZombiesRus5 Apr 1 2012, 7:43pm says:

Why does this actually look fun though!

+1 vote   media: Bold New Gameplay Elements
ZombiesRus5 Dec 14 2011, 10:08am says:

Lack of animation especially on ships like this does stink. But considering the scale of the battles with Sins it's a small price to pay.

+3 votes   media: Sovereign (Game Version) *Closed*
ZombiesRus5 Dec 6 2011, 5:34pm replied:

Yes, it is, though it won't last long. Mainly it's used by the AI to harass enemy worlds.

+2 votes   download: Sins of the Fallen R5 (Patch 2)
ZombiesRus5 Dec 3 2011, 7:23pm says:

lol, just so we're clear :P

I like my mod and think it's good. I just have a hard time thinking of it as 1 of the top 100 mods on all of moddb :P

If you know about what I've done with Sins of a Solar Empire, you'll understand #5 and part of #6 ;)

Thanks for voting for SotF though!

+1 vote   article: Top 10 reasons not to vote for SotF
ZombiesRus5 Nov 21 2011, 7:23pm replied:

Your welcome. I've been testing this setup now since early September (hard to believe). Everything seems to be going fairly well with quite a few play testing the R5 mod without many issues.

I also have a side project going on in the sins forum you might want to check out. Just look under the modding sub-forum and you'll spot it fairly easily.

+3 votes   download: Sins of the Fallen R5
ZombiesRus5 Oct 29 2011, 7:15am replied:

you must suck at searching then :P

+2 votes   media: Athens Carrier Model Render
ZombiesRus5 Oct 8 2011, 9:07am says:

I posted it as a patch at the same time on moddb, but it takes a while to be authorized. Here's the link again (I deleted the previous comments to reduce multiple links).

+3 votes   download: Sins of the Fallen R4.1 (Diplomacy 1.32)
ZombiesRus5 Aug 29 2011, 11:36am replied:

Looking into this one. The PlayerRogue.entity didn't get regenerated for the complete mod. It should be accessible in the transhumans only but will show as Novalith research with the wormhole icon (needs a string fix).

+1 vote   download: Sins of the Fallen R4 (Diplomacy 1.32 Update)
ZombiesRus5 Aug 11 2011, 6:58pm says:

Ya, no color yet. Just a rough outline of the texture for hull lines and where color will be filled in though some of it will remain various shades of gray too.

This is really stretching my ability to texture so just looking for feedback if it's looking right or not.

+1 vote   media: Turian Cruiser Rought Texture Outline
ZombiesRus5 Aug 8 2011, 12:40pm says:

TBH, this was only about 15 minutes worth of work and is still very much a WIP. It will need some more attention but definately will work for the moment.

+1 vote   media: Einstein Class Carrier Skinned WIP
ZombiesRus5 Jun 29 2011, 11:32pm replied:

Pretty, much in concept. If the SR2 or SR3 would be considered a "hero" or capital ship type unit, then I couldn't really see it taking up the same amount of fleet supply compared to the Destiny. It would just be another way to balance the game.

In comparison Vanilla Sins has all capital ships taking 50 fleet supply...

+1 vote   article: Dawn of the Reapers Update 6/26/2011
ZombiesRus5 Jun 28 2011, 10:38pm replied:

Yes, nine is the build limit per race currently.

+1 vote   media: Citadel Council Fleet
ZombiesRus5 Jun 13 2011, 4:35pm replied:

This particular release has three mods essentially: Sins of the Fallen (original two races), Sins of the Fallen: Transhumans (Rogue race currently), and you can play them both together (system specs permitting).

The reason for the stacking is two fold. If I were to release this mod without stacking it would require 6 separate uploads all around the same size to accomplish the same thing. By supporting stacking I can make one download that allows all three versions to be played.

The core sins game operates in a similar fashion. If you look in the install directory there is an Entrenchment and Diplomacy directory structured. The Diplomacy directory only contains new or modified resources, which is the same thing my mod is mirroring.

I will continue to operate this way going forward unless or until I drop Entrenchment as a supported expansion (most likely when Rebellion comes out).

+1 vote   download: Sins of the Fallen R3 (Entrenchment & Diplomacy)
ZombiesRus5 May 30 2011, 4:46pm replied:

It's not meant to replace Stars, Distant Stars, etc...

It's more of an exploration of the various textures that exist and making them available to Sins for casual changes and to any mods if they choose to use them.

+2 votes   mod: Cosmos Ad Infinitum
ZombiesRus5 May 26 2011, 1:10pm replied:

Working on them. The concept works great, but they still need research tree design, buttons and abilities built.

+1 vote   media: Sins of the Fallen: All Races
ZombiesRus5 Apr 12 2011, 11:58am replied:

Well..., after since I'm taking a break and all ;)

+1 vote   download: Sins of the Fallen: Transhuman (E) Demo v0.1
ZombiesRus5 Apr 12 2011, 11:43am replied:

Nope, but it did look promising. The four barrel green arcadia originated in that mod however. The original created fileosoft allowed it's use.

+1 vote   article: Rogue Traders Demo
ZombiesRus5 Mar 31 2011, 5:08pm replied:

On the nephilim mating practices even I'm not real sure how that works :P I kind of left that open ended for the players imagination to fill in the gap.

+1 vote   article: The Nephilim Race
ZombiesRus5 Mar 28 2011, 10:45am replied:

Sorry to hear about your issues. However, the mod works fine with Diplomacy v1.2 and does not mini-dump on start. Did you follow the instructions and delete any previous installations of the mod in the v1.2 directory. This version is NOT a patch and should not be overlaid on a previous version (0.2.4 or earlier) in the v1.2 mod directory.

+1 vote   download: Sins of the Fallen (D 1.2) Alpha 0.2.5
ZombiesRus5 Mar 18 2011, 12:39pm says:

Hey mangosofdoom... Maybe you've found a silver bullet for research which I would love to know or you might have some issues with your plans for frigate, cruiser, capital specific upgrades.

Using research modifiers only there is very little that applies only to capital ships and all other modifiers are global to ships and structures like hull and shields, etc. There are ways to target weapon damage buffs based on weapon type, but of course if frigates, cruisers and caps share the same weapon type, you get the picture.

You can simulate some of the frigate/cruiser specific upgrades by using abilities, but then capital ships get the shaft due to their limited number of ability slots in my experience.

Also, having researchable abilities has never worked right for me when I tried it on capital ships. The engine still seems to want to treat researchable abilities as level up type abilities.

+1 vote   article: Some ideas for the military research tree
ZombiesRus5 Mar 4 2011, 9:40am says:

Not really my call... But from what I watched in some of the Halo shows is there are indeed small creatures like this that roam around for the flood.

+1 vote   media: Concept Flood Infector
ZombiesRus5 Mar 3 2011, 9:50pm says:

I contacted SolCommand and got them from the source.

+1 vote   media: Rogue Frigate
ZombiesRus5 Mar 3 2011, 4:13pm says:

Borg - Check. Mon Calamari - Check. :P

It's tough to texture these rounded ships. This is fairly repeatable but still allows me to get some different looks on the capital ships. I have some variations for frigates so they are similar in design but not exactly the same that I'm trying out too.

+1 vote   media: Nephilim Carrier Concept Texture
ZombiesRus5 Feb 15 2011, 9:33pm says:

They are pirate raiders... Ships don't need to match. They use what suits them. In my lore only some of the ships originated from the pandora gate. The rest are added to the rogue fleet after arrival. Simple enough.

+1 vote   media: Game Shots
ZombiesRus5 Feb 9 2011, 12:46pm says:

Nice concepts. Check out my eclipse plugin and wiki sight for some useful Sins modding stuff.

The soase weebly is also a good sight if your not familiar with it...

+2 votes   mod: Black Sol
ZombiesRus5 Jan 28 2011, 1:26pm says:

Looks nice. I really like the lines of this ship and think it will be epic when it is textured.

+1 vote   media: Can-O-worms ship ingame
ZombiesRus5 Jan 21 2011, 10:42am says:

As a reference..., I have a about ten models between 2-3 MB and one model that is 5 MB that I haven't released yet. I may try optimizing the last one some more but it will work.

Is the 7000 polys in just triangles? or is it around 14000k triangles? I have several models around 3MB that are 10k triangles that work well. But most of the others are near the existing Sins thresholds (500-1.5k fighters, 1.5-3k frigates/cruisers, 4-8k capitals in triangles with a few exceptions).

Another thing to consider is the size of the texture. For frigates and cruisers I've gone with 1024x1024 to keep the memory usage down. I've increased it to 2048x1024 or 2048x2048 only when necessary. Learning to unwrap by hand will allow you to make more use of a smaller texture and get good details.

You might find other ways to save on memory like using a common trade and refinery ship for all races. Reusing some structures, etc.

Even with the changes Stardock/Ironclad is making it won't allow the game to go over 2GB so being memory conscious up front will save you some headaches down the road.

+1 vote   media: Warthogs in formation
ZombiesRus5 Dec 2 2010, 1:01pm says:

I'm trying her out as a massive starbase right now. She's got a really great top view in the game.

+1 vote   media: Plague concept ships
ZombiesRus5 Nov 24 2010, 1:06pm says:

That was my understanding too, but I like the idea and if they want the flood in the sins it makes sense they have to make some creative decisions.

+1 vote   download: Sins of the Fallen (D) Alpha 0.2.3
ZombiesRus5 Nov 2 2010, 6:55am says:

not at all :P It was more a comment about this ship being kinda scary looking compared to most ships in sins (first thought after I read your comment).

+1 vote   media: Plague Heavy Frigate
ZombiesRus5 Nov 1 2010, 10:30pm says:

Well, I wasn't sure when I would buy Fallout: New Vegas. I guess the decision has been made.

+1 vote   mod: World War Z - 30 Days
ZombiesRus5 Oct 28 2010, 7:22pm replied:

At the moment yes. A lot of work went into creating the Diplomacy release for the Nephilim race. I plan on release an Entrenchment version, but a release date is still TBD.

+2 votes   mod: Sins of the Fallen
ZombiesRus5 Oct 28 2010, 2:33pm says:

Well... I've been working on the core of this mod for a while now and recently made quite a few advances with my own knowledge and acquiring a small team to help with providing some of the models.

+1 vote   media: Concept Ship
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