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I REALLY love how you all managed to get the hulls to catch the light in this mod. I doubt I'm the only who has to pause the game every once in a while to just stare at a perfect view of a ship...
Yeah, turret animation takes up a lot of space in memory. I think that may be why the Empire at War Remake mod for for Forces of Corruption keeps crashing whenever a dreadnought spawns in a battle. Undoubtedly the fact that SoaSE did not animate turrets on ships, and merely placed them in the mesh, is why it works better.
I have that same question. That, and why are the hero ships not spawning? So far I've only played as the Alliance, but the Hero Spawn structure is devoid of all spawning/summoning/building icon buttons.
This might end up being a silly question, but in the space construction tab I don't see anything besides icons for building ship yards. I see no icons for building ships. Am I missing something? I've gone through the tabs that change between frigates, capital ships, and structures, but there's nothing beyond shipyards, and then after shipyards there isn't anything at all.
Does this also address exception crashes, and the fact that purchasable heroes cause the recruit menus to disappear? Also it might be helpful to add a scroll function to the recruit menus. It's sometimes difficult to build some of the higher tier ships, because the menu continues off screen, and I can't get to all of the options. Or is there an add-on for that last bit somewhere already?
I loved this mesh in the other star wars mods. makes for a cool heavy cruiser or light/specialist.
It would have been a cool effect in Sins if, in a neutral gravity well or under developed colony with few stations or ships, if you couldn't see the enemy ships behind a planet, and the same would go for them. More effective ambushes would be possible. The Supreme Commander series had a similar effect. One needed radar stations posted to accurately detect enemy troop movements, or long range units and defenses would not fire until enemy units were in close visual range.
Peo01, I agree with your event idea for Sins. I actually prefer Sins over Stellaris, because there's less micromanaging, and you get a better angle on fleet actions in Sins. In fact, I'd even made a galaxy map with multiple systems as a proof of concept that the game could be expanded to be more like Stellaris in scope, if not in game mechanics, you just need a decent computer to run it well for the length of the game. I think the Sins creators could do it. Just need to distinguish between system view and galactic view where system data is stored, not rendered. That's the draw back with Sins. It's all constantly rendered to some extent whether you're up close or not. That being said, I can't wait for this mod either.
Well color me enlisted for the Open Beta. Everything you've reported about this mod has me pumped for the final product.
I wish that was something they could have shown in the Enterprise series more. There was a lot left hanging with the cancellation.
Kirk lived on the colony during the incident, I think
I like the the look of the shields. I can just make out their shape around the station. It might be my machine, but to me shields around the ships tend to look like opaque bubbles with pixels.
I am so excited about this mod. I watched y'all's blog video, and the ships we were allowed to see, but apparently weren't supposed to see all of, were absolutely beautiful. It was all clean and neat... without a lot of the visual noise that can come about in some mods with even just a few ships. For that I was thankful. I'm really looking forward to the release date.