SoGE is a Star Wars Total Conversion for SoaSE: Rebellion with it's roots in the Homeworld 2 mod Star Wars: Warlords which features the two primarily sides of the Galactic Civil War, the Clone Wars, and the Yuuzhan Vong War. The current public version works for Sins of a Solar Empire: Rebellion 1.80/1.82+ and all DLC.

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DiabeetusPlams
DiabeetusPlams May 8 2014, 11:47am says:

Holy Michael Bay that was awesome :D

+10 votes     reply to comment
Wookienator
Wookienator May 8 2014, 12:14pm says:

well, in my opinion this is a bit over the top. The many explosions before the final blast are awesome, but quiete huge. At one point in Episode 6 you can see a ISD exploding in the background. Maybe something like that would look better/ equal. But it's your mod so totally up to you :) Cheers

PS: Don't flame me to death :P

+5 votes     reply to comment
Lavo
Lavo May 8 2014, 12:30pm replied:

We're limited by the size of explosions in Sins; for whatever reason there some odd hardcaps on sizing. If it was a bit smaller that would be better, though this is the best we can do, and it is a considerable upgrade over our current set.

+1 vote     reply to comment
Wookienator
Wookienator May 8 2014, 1:43pm replied:

I can fully undertand this. As a fan of empire at war mods for many years now I understand how people are limited by hardcode. But I find it very rediclious that the size of explosions is hardcoded ;D

+1 vote     reply to comment
mikenike696
mikenike696 May 8 2014, 4:57pm replied:

ok this has been bugging me for the lonest but what is hardcoding ?????

+1 vote     reply to comment
1rule5
1rule5 May 8 2014, 5:01pm replied:

It's coding in the game that modders cant mess with, so it stays within specific parameters no matter how much the rest of the game changes. That's what I've been taught at least

+1 vote     reply to comment
Starkiller2356
Starkiller2356 May 8 2014, 5:09pm replied:

Yeah just like 1rule5 said, hardcoding is the deep game code that is usually written in high level languages such as C++ that are written into the engine and the game .exe file. In order to change those values that are hardcoded you would have to recompile the game - we aren't given the source code to work with so not possible.

+1 vote     reply to comment
mikenike696
mikenike696 May 8 2014, 6:45pm replied:

oooooh ok then that explains lots of thing

+1 vote     reply to comment
CommanderAppo
CommanderAppo Jul 31 2014, 4:33pm replied:

yeah a lot of games have it; I know a lot of the games Lucas Arts and the company that made the Sins Series are particularly fond of hard coding. I personally hate it to death.

+1 vote     reply to comment
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All_Under_Heaven
All_Under_Heaven May 8 2014, 12:15pm says:

perty

+1 vote     reply to comment
nitebones
nitebones May 8 2014, 12:27pm says:

ka-boom

+1 vote     reply to comment
Talons
Talons May 8 2014, 12:57pm says:

Well that blew my mind

+1 vote     reply to comment
MrPerson
MrPerson May 8 2014, 3:09pm says:

wow, so much better than it was before, though I kinda miss seeing that blue shockwave from that old baliknights (i think) graphics mod, that was pretty cool.

+1 vote     reply to comment
mikenike696
mikenike696 May 8 2014, 4:55pm says:

one down a million more to go

+1 vote     reply to comment
TheVidmaster
TheVidmaster May 11 2014, 5:02am says:

good!

+1 vote     reply to comment
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Description

Recently finished by Max, here are two new capital ship explosions coming in the next version.

Video Details
Type
Demonstration
Date
May 8th, 2014
By
Lavo
Length
00:15
Filename
capexp2.mp4
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