ACM mod for ANY (1.8). Updated.

Share your mods and tricks of the trade here.
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What is your overall opinion of this mod?

Great work!
251
68%
Good mod, but some things need more work.
104
28%
Nothing special. Some ideas are interesting, but overall opinion is average.
12
3%
This is the worst mod i`ve ever played!
4
1%
 
Total votes: 371

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Alehandr WS
Posts: 703
Joined: Sat Sep 29, 2007 7:05 am

Post by Alehandr WS » Tue Oct 09, 2007 11:10 am

WHEN?! WHEN we will see the Dreadnoughts :?::!:

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Okim
Posts: 2164
Joined: Sat Aug 25, 2007 9:03 am

Post by Okim » Tue Oct 09, 2007 11:42 am

Also your laser weapon looks great (and of course the cruiser itself)!


You mean the green one? Well, it is actually a plasma beam :)

WHEN?! WHEN we will see the Dreadnoughts?!


Soon enough.

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spitfire_ch
Posts: 505
Joined: Sun Aug 13, 2006 12:39 pm

Post by spitfire_ch » Tue Oct 09, 2007 11:52 am

Okim wrote:
Also your laser weapon looks great (and of course the cruiser itself)!


You mean the green one? Well, it is actually a plasma beam :)


That one, too, I was rather referring to the red ones.

Darkfyre
Posts: 76
Joined: Mon Feb 12, 2007 8:20 pm

Post by Darkfyre » Wed Oct 10, 2007 9:05 pm

Don't suppose that there's any sort of ETA on a release, because this mod I'd like to get. The one thing I dislike about base SotS is the human ship designs, but yours are a hell of a lot closer to what I'd like.

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xxerzengel
Posts: 184
Joined: Sat Jul 14, 2007 1:59 pm

Post by xxerzengel » Wed Oct 10, 2007 9:29 pm

Yeah Cool Stuff. Me likes !

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Okim
Posts: 2164
Joined: Sat Aug 25, 2007 9:03 am

Post by Okim » Thu Oct 11, 2007 7:15 am

Don't suppose that there's any sort of ETA on a release, because this mod I'd like to get.


This mod is very complex. It includes changes in almost any aspect of game - fully remodeled techtree, remade effects, models for human ships, text information, total weapon redesign and plenty of balance adjustment...

I`m not sure that release date will fit in this year :(

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Okim
Posts: 2164
Joined: Sat Aug 25, 2007 9:03 am

Post by Okim » Thu Oct 11, 2007 1:51 pm

Added some pictures of particle effects and two new weapons (tractor beam and blaster cannon) to weapon list on page 2.

Also added a new projector weapon (called 'Mauler Device') to projector list on page 4.

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TrashMan
Posts: 6178
Joined: Mon Sep 10, 2007 2:15 pm

Post by TrashMan » Thu Oct 11, 2007 3:26 pm

Very, very interesting.

Looks like a swell mod coming together.

Yust a little observation tough - don't go too overbroad wiht the turret and missile/torpedo models. Right now they look like they have as much polies a a whole section.

Keep in mind (especially wiht your ships with lots of turrets) that there's gonna be a LOT of turrets in the scene and a lot of missiles flying around...not everyone has a high-end machine....so optimization might be in order...my 2 cents
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halo07guy wrote: Praise be to Trashman! All will revel in his holy modding skillz!
And I say onto you: Blessed are those who play my mods - for they are good!

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Okim
Posts: 2164
Joined: Sat Aug 25, 2007 9:03 am

Post by Okim » Thu Oct 11, 2007 3:56 pm

Yust a little observation tough - don't go too overbroad wiht the turret and missile/torpedo models. Right now they look like they have as much polies a a whole section.

Keep in mind (especially wiht your ships with lots of turrets) that there's gonna be a LOT of turrets in the scene and a lot of missiles flying around...not everyone has a high-end machine....so optimization might be in order...my 2 cents


I`ll consider that.

Darloth
Posts: 1885
Joined: Thu Apr 26, 2007 4:38 pm

Post by Darloth » Thu Oct 11, 2007 5:37 pm

Also, pretty as they are, in a big battle people usually can't zoom in on turrets. Heck, half the time I can barely see which ships are which in a hectic destroyer-brawl, let alone look at the teeny guns ^_^

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Mecron
Kerberos
Posts: 38680
Joined: Fri Aug 05, 2005 7:26 pm

Post by Mecron » Thu Oct 11, 2007 6:01 pm

yes...there is a VERY important reason for the turret poly limit in SotS :wink:


heck...the section limits are even MORE important. You REALLY don't want a 4000 poly destroyer armor section :P

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TrashMan
Posts: 6178
Joined: Mon Sep 10, 2007 2:15 pm

Post by TrashMan » Thu Oct 11, 2007 9:47 pm

I'm good then...My whole destroyer model has around 6000 polys :P

Hail to the King baby! (ME) :!: :wink:
Image
halo07guy wrote: Praise be to Trashman! All will revel in his holy modding skillz!
And I say onto you: Blessed are those who play my mods - for they are good!

User avatar
Mecron
Kerberos
Posts: 38680
Joined: Fri Aug 05, 2005 7:26 pm

Post by Mecron » Thu Oct 11, 2007 10:22 pm

our guidline is 3K for a destroyer :wink:

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TrashMan
Posts: 6178
Joined: Mon Sep 10, 2007 2:15 pm

Post by TrashMan » Thu Oct 11, 2007 10:48 pm

ERm..
You destroyer model (Standard Command, Amor & Fission Engine) is 6240 polys...so I'm BELOW your number (and I havn't even started optimizing)
Image
halo07guy wrote: Praise be to Trashman! All will revel in his holy modding skillz!
And I say onto you: Blessed are those who play my mods - for they are good!

User avatar
Mecron
Kerberos
Posts: 38680
Joined: Fri Aug 05, 2005 7:26 pm

Post by Mecron » Thu Oct 11, 2007 10:48 pm

check the rest :wink:

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