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Comment History
SharpTac
SharpTac - - 22 comments @ Interdictor Star Destroyer In-Game

I think it looks much better, but I can't resist calling it the ISD Clooney, because you gave it nipples...

Good karma-1 votes
SharpTac
SharpTac - - 22 comments @ Multi-Versus

Hold on to that thought, I didn't see you uploaded a new file on Friday!!

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ Multi-Versus

After playing some more, I also noticed that Hanger platforms aren't getting their anti-fighter upgrades. The Cylon defense station didn't get their weapons at all. In all, it might just be a need to check to be sure file names match abilities, research subject names, and upgrades. I also get a runtime crash no matter how many opponents I have, and regardless of the map size. Still a good mod though.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ Multi-Versus

From one Sharp to another, I enjoy playing this mod a lot. Thanks for making this mod. The only things I've noticed are that repair stations don't seem to have the repair ability, or at least the ability's icon isn't showing. There are also some research items that aren't connected to their target ship. The research thread that seemed to be hampered the most is for the basic Defender frigate for the 12 Colonies. I do like how you made secondary Titans into dreadnoughts in the Capital build menu. I'm gleefully seeing what's in there, and having loads of fun. Again, thank you.

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ B5 Sins Of The Younger Races - Remastered

Nope that wasn't the cause of the crash after all, must have been a coincidence. I did turn off rampant militias, and it did seem to buy some time. Just an old runtime crash I guess.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ B5 Sins Of The Younger Races - Remastered

The only way I saw issues with the AI being messed with by the tech tree is with the Shadows and Vorlons, but mostly the Shadows. Otherwise, the tech tree was just confusing for me with how it ended up working. It could be dealt with by giving the Shadows a more OP diplomatic tree as they are known for arranging for other factions to do their dirty work. It also might help to add some of the servant race ships to the earlier game roster to help give something for the shadows to work with while very slowly building up their power base. I do know that ships in the Centauri roster cause the game to crash. Not sure why.

I have been wondering though how did you get the rotating sections to work? I have been thinking about making a mod with ships with rotating sections, and starting the game with no FTL (like the puddle jumpers from Star Gate Races).

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ A New Ship With The Right Name

I'm going to take a guess and say the Galaxy-class will be the titan? Much like the Constitution-class was?

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ Here It Comes

Good job with the pulse phasers. Best look for them so far. Everyone has their interpretation of those "flying sparks" the older movies had for phasers.

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ On The Move

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...

Good karma+10 votes
SharpTac
SharpTac - - 22 comments @ Bellator Class Star Dreadnought

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.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ Dawn of the Reapers 0.8.1 Desecration

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.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ [ARCHIVE] Imperial Civil War 2.2.5 (Full Mod)

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.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ (OUTDATED) Empire at War Remake Lite 2.3 PATCH

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?

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ Proficient Class Cruiser

I loved this mesh in the other star wars mods. makes for a cool heavy cruiser or light/specialist.

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ A Blow for the Federation

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.

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ Soon

YAAAAAAAAAAAAASSSSSSSSSSSSSSSSSSSSSS!!!!!!!!

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ Amongst the Dead

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.

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ Almost Done?

Well color me enlisted for the Open Beta. Everything you've reported about this mod has me pumped for the final product.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ The Vagrant, Gypsy Life

I wish that was something they could have shown in the Enterprise series more. There was a lot left hanging with the cancellation.

Good karma+7 votes
SharpTac
SharpTac - - 22 comments @ The Tarsus Blight

Kirk lived on the colony during the incident, I think

Good karma+2 votes
SharpTac
SharpTac - - 22 comments @ Adamantine

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.

Good karma+1 vote
SharpTac
SharpTac - - 22 comments @ Ages of the Federation

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.

Good karma+6 votes