That was my initial idea, and it sounds awfully easy. Unfortunately, it hasn't turned out to be so simple for me to accomplish at this point in time. At the moment, I can't get the buff to take effect, but I'm working on it.
Mystic Angel
The current downloadable version is for vanilla Sins and doesn't include any of the entrenchment features, abilities, or research trees. However, I recommend you go ahead and download it, play around, and satisfy a bit of your thirst for a trek mod. It'll give you an idea of where the mod is headed at the very least. You can find the link here . I've made a number of modifications myself,
I'm not planning on this ship having any other abilities, as the separation/recombination is a bag of tricks in itself. I've been playing around with it this morning, and what I've come up with seems a bit complicated. I'm hoping there's a more direct path that I'm just not seeing yet. I also created a new explosion file that gives the impression of the ship disappearing with no visual effects. 1) AbilityPromDestruction - A passive ability that leads to the buff chain belo
[quote who="MindsEye" reply="265" id="2341838"]Sorry havent checked in in awhile what happened to major stress?He is not lead anymore?The next release is it the final release.All intended content included?[/quote] The next release marks the first version meant for entrenchment. With that said, the team has had a ton of work to do in order to convert the old mod over, plus adding in abilities and research trees. Because of this, the initial release will only include the Fed
You were just waiting to unveil this prodigious idea, weren't you?[e digicons]:thumbsup:[/e] Anyway, here's my thought for taking care of the explosions resulting from MakeDead, and I want to run the theory by you: 1) Modify an explosion file so that the ball of fire, screen rumble, and debris are all deleted. Then use that for the default explosion for all of the ships involved. 2) Create a passive ability that results in a normal explosion when the
nevermind
Okay, after some frustrations working with Terraziel's files (due to minidumps I couldn't track down) I took a short break and a few steps backward and got the spawning files working in entrenchment. I also experimented some with the "CreateStarBase" line. To be honest, I'm not really sure what's going on, but I do have a few ideas. I've added the line in exactly as it's found in the starbase construction frigate file (both without and without a placement radius).&nb
No problem, I've done the same thing with my files. *hurries off to go compare* EvilTesla- I've had some stuff to take care of this morning, but I'm about to test out the starbase line now. I actually got the "MakeDead" buff to work just fine. Of course, the ship disappears in a huge, screen rattling explosion no matter how much I change the explosion/debris lines in the unit entity files. I also figred out the frigate/cruiser thing.&nb
Hey Terraziel! Way to go! Would you mind uploading the files and I can have a look to see how the first part matches up to what I've done?
I just realized that I've been trying to test the Create Starbase buff in a mod that's meant for vanilla Sins until the Entrenchment version comes out in a week or two... [e digicons]:blush:[/e] I'll see what I can make happen with a small Entrenchment mod and report back.
[quote who="darkshimmer" reply="225" id="2340394"]that is correct, they would be seperate pieces flying as one unit, so they would not seperate and go their own way. [/quote] Well, that part I've managed to work through without a problem. I can have the Prometheus spawn three frigate versions of its separate hulls that all act indepdendently, just as normal frigates might. What I'm having trouble with is the reconnection of the three pieces. This has been the ba
Oops! I changed a few things last minute that created a few of those inconsistencies. I've fixed them up just now. As to the issue with spawning a capital ship, I'm not totally married to the idea. Could this work if the ship were a cruiser? Edit: Okay, so I have the spawning part completely worked out. The Prometheus can spawn any number of whatever frigates I like that act independently just as any other frigate would. For t
[quote who="darkshimmer" reply="223" id="2340312"] they would not fight as a seperate entity, which is why we elected not to do it [/quote] Hey shimmer, I'm not sure I understand what you mean here. Are you referring to pieces of a ship not functioning as independent entities when separated? I'm just curious what the exact problem is.
Funny you should mention the Prometheus... That's what I'm working on here to add to the Sacrifice of Angels mod. [e digicons]^_^[/e] I'll keep you suggestion in mind, as it sounds like a good route to take if the Create Starbase action doesn't pan out.
Okay, I've got to be honest. I've found that adding in new ships, messing with entity, mesh, and texture files is all fairly easy and straight-forward, but I'm not too sure about some of these ability/buff lines here. I suppose I just don't know what lines affect what part of the game. Anyway, I've put together the Ability and Buff for Separation <a title="Ability and Buff" href="http://www.mediafire.com/?sharekey=ebd276ffe590b1fe5bf1f12f1ff3f30ae04e75f6e8ebb871" target="_bl
Thanks for your input, Evil! Your thoughts on my first idea are interesting. It's my preferred method simply because the end result will (I think) be much more elegant than what could be accomplished in any other way. On destroying the ship, I only metioned the ship disappearing because I know the starbase construction frigates vanish without any kind of explosion. They do have an explosion when destroyed in battle, so could it be possible that the construction
I've beeing pouring through all of the files in my SoaSE directory and through the modifier sticky at the top of this forum, but I'm at a bit of a loss. Here's what I'm trying to do: The ideas is basically to create an ability that separates a capital ship into separate parts that then function as a squadron of less powerful frigates or cruisers. Obviously the model itself can't be broken into different pieces, but I have a few thoughts on how to accomplish a similar effec
Ditto on the assimilation. I know the challenge is making the borg as realistic as possible while keeping everything balanced, so I'm glad to hear that everything is mostly worked out. I'm really excited about seeing the mod in its entirety when in finally comes out. On a totally different subject, I'd like to broach a topic that I haven't noticed in any other facet of SoaSE: ship separation. Namely, I'm interested in figuring out how to adequately depict the saucer
[quote who="zRazor" reply="194" id="2337471"] Quoting Mystic Angel, reply 193Is there anything I can do to help out with the other factions? I've been playing around with mesh Well, they said after they release this version with the Federation and Klingons they would be accepting contributions from the community - Abilities, Research, Music, Artwork/ Effects and maybe even ships - As long as it was in mod format (packaged ready to enable in the mod section) so they could test
Is there anything I can do to help out with the other factions? I've been playing around with mesh models, textures, particle effects, and entity files over the past month (including adding some new ships to the mix), so I've got a pretty good understanding of how everything works if you guys need an extra hand.
^^ Oh, this sounds great! I didn't think the mod was originally planned for the timeline after Nemesis, but I'm excited to hear that. Could it possibly mean some of the newer classes of Starfleet ships, like the Norway, Saber, and Nova will make an apperance? Edit: The ship movement in the videos looks freakin' fantastic, by the way!
I was struck with some inspiration when I took a break after my last e-mail. I moved some of the Sacrifice of Angels .txt mesh files into the entrenchment mod folder that I knew I could convert, and voila! I'm not sure why it worked, but I was able to convert the files that I needed. It's a roundabout way of getting there, but it's good enough for me. Unless you really want to figure out what the problem is, you don't need to waste any more time thinking about the pr
The mod is located in a folder called Mods v1.17 in the Sins directory, so I assume it's getting what it needs from the path. I'm going to look into it and see what I can figure out. Thanks! Edit: Well, I'm stumped. I've tried renaming the mods folder so that it matches what I see in your program files, I've tried moving it into the Sins directory in the Program files, but there's something I'm missing. I'm going to give you as much information as I can
Thanks for putting this together Harpo! I've been trying to adjust some models from a mod that I downloaded and have finally figured out how to import a .mesh file only to discover that 3ds Max won't open text files. This brought me to your tools, which are very simple to use, but I'm having trouble getting it to recognize the files from the mod I want to change (I've tested on files from a different mod without any problems). Here's the message I'm getting: conver