4rearo

4rearo

Joined Member # 3982889
3 Posts 20 Replies 10,420 Reputation

I don't know weather you guys have thought of this or its been mentioned before on this thread (not going to read through 146 pages) but the Maelstrom mod has some brilliant new planet types. Favourites of mine are the ancient ones and the binary ones. You should definitely ask him if you can use them. Possibly the fortified one as well. <span

8,423 Replies 15,688,425 Views

I love the extra planets that maelstrom has. I have been attempting to add some of them to DS for my own use no luck so far though. The binary and ancient planets especially are amazing. The DS team really should ask if they add some of them (at least those two) to their mod. At the very least they could replace the models for the relic planet for example with that from maelstrom's ancient one.

9 Replies 4,048 Views

I would quite like to be able to make capital ships and / or modules with an ability rather than have to work around by making a frigate or star base if this is possible. Edit: Mainly because it is impossible to replicate levelling up in a frigate.

27 Replies 25,264 Views

[quote who="Syneptus" reply="101" id="2673581"]How do they store antimatter? Do they contain it in some sort of gravitonic vacuum chamber where it encounters no matter? And then, how do they get it out of there to use it? [/quote] It doesn't matter how they store antimatter the problem is that to generate it you need just as much (actually a lot more because generating it is horrifically inefficient) energy than you get out of it when it&nbsp

108 Replies 154,754 Views

Science things: 1. Faster than light travel 2. Random bits of magic (cap ship abilities especially advent) 3. Use of antimatter as a power source 4. Faster than light travel!!!!!!! 5. Faster than light travel!!!!!!!!!!!!!!!!!!! 6. What is a phase lane anyway? Edit: 7. Things generally not orbiting General things: 1. Stars FAR too small (perhaps this should be science as well) 2. Too little variation between p

108 Replies 154,754 Views

OK so I have the very basic workings of culture (the colour of the phase lanes) the back and fourth of allegiance etc. and if the allegiance reaches 0 you loose the planet. However I have heard various versions of bonuses to ships and to the economy of planets with sufficient allegance / friendly culture so i would like to know: 1. What bonuses does friendly culture give (both millitary and economic) 2. How do these bonuss

13 Replies 11,486 Views

Oh. Is it hard to learn to moddle. I meen you have lots of people who are very skilled in other ways prehaps one or two of them could play around with XSI or something and get the hang of it. Edit: I played around with Wings 3d for about 2 weeks thats not so hard to get started on.

33 Replies 20,480 Views

I like strategy, both space (scifi) like sins and 2d games in the mould of Age of Empires (remember that). Have also heard a lot about a game called homeworld is it worth a try. Any off the wall ideas feel free to throw them into the ring.

17 Replies 51,955 Views

Acctually when I said it works! i was mistaken I now have (I think a working version). Here are the steps as i remember them. 1. Download the latest version of the DS mod and Alliance mod 2. Copy the entire DS mod folder and rename the copy something like DS.7+Alliance 3.Copy all the files from the mesh folder of alliance to the new DS.7+Alliance mesh folder 4. Add the following (33) entries to the top of your DS.7+Alliance Entity.manifest file: <p

33 Replies 20,480 Views

Just to throw my thoughts in i think that any self destruct ability should be VERY active and involve ramming and massive explosions! Just imagine your heavily damaged Kol picking up speed and smashing into the enemy Jarrasul releasing a huge explosion and destroying many many ships.

16 Replies 4,606 Views

Ok scrap this actually just looked at what i was doing and found i was using the wrong version of convertdata_diplomacy with the most up to date version it works perfectly.

3 Replies 3,543 Views