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Everything posted by skyblazer
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Hmm, I'm about to Have an interesting engagement with 2 players. One Named Deathwatch the other Kobra and U know something I've noticed? They're not shotting at one another lol. Silly boys why go ally with each other when its more fun to stab in the back Anyways this should be an interesting fight.
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It was interesting watching that fight though even though I only saw some of the fighter combat and not much of it at that though. but reading a lot of it and seeing the amount of damage just 12 TIE Avengers did to ur shields which was a total of 6% of ur shields they took out which if u do the maths is a fair amount of damage for just 12 TIE's. The Cloakshapes did bugger all being to slow, having weak shields and their weapons being no where near as good as the Avengers. So just 24 of them got majorly out did by just the 12 Avengers. A few interesting things I noticed about the cap ships side of the battle from what i read in the reports was that Heavy gunships aren't that worth it but normal gunships seem to atleast be worth their value in points. Long before they got into firing range they had their shields reduced down to 66% and that was on both of them with the Blazing Star being destroyed before Blazing Fire ever made it into range however Blazing Speed my little gunship just got in there and peppered that bayonet for all its worth. All in all my fleet was out classed, due to a lack of range and durable ships. My New fleet has had some corrections made to it to work better in this combat system
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Hey Cracker jack how much damage did ur bayonet take anyways? My fleet was destroyed while i was asleep which is generally when everything happens for me these days so i don't know. I know my fighters knocked about 8% off ur shields and my gunship was attacking for a fair while while ur ship was picking on one of my 2 heavy gunships who never got into firing range.
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lol, I thought it was the combat sector. But yeah ive not been able to play all weekend generally because my email doesn't like it when i get the entire galsim .zip emailed out to me for some reason. It complains of to many files to scan... Anyways i'll be leaving once my TIE Advance are done with ur bayonet
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Just a few suggestions: A ship stats comparer A status update window whenever u log in that gives u details on whats happen since u were last on A intel screen which helps u find the location of enemy ships and details on friendly, neutral, and enemy unit ships And last of all a sort of more in detail guide to how to play
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Yay, it took me a few days but finally the Venator can see the light of Sins XD http://img356.imageshack.us/img356/7610/screenshot0copypp3.jpg This is the greatest day of my life!
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*Dusts off some of the cub webs* Muhahahaha, gotta love people cleaning the place up a bit or just brining old topic's to life with a quick hello Well a quick run down of what i've done in the past. I've done a ton of SW modding for Freelancer working on mods like Freeworlds and Tides of war. I generally try and stick to modeling side of things but I will learn enough about coding to be able to test out anything i import to make sure it all works. I've only recently started making textures for my models but i've been doing model work for the past couple of yrs now and have listen to the advice on how to make good models and how to make them run well in games from lots of experience modelers out there. For the mod im hoping to help out with the odd idea here and there, importing models and texturing the odd model for EJ since I'm not needed to make anything but it takes awhile to build textures compared to making the model. I'm hoping to also get a good idea on how to do a few things in Sins to try and help out with mod in that area also. Contact details: msn or email is sky_blazer_mk1@hotmail.com so feel free to add me anytime you like. Cheers!
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Im finding it working on and off for god knows why. It just seems to wanna change its mind on what works and what doesn't
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Well this is most annorying. Just last night i managed to get it all working and today it decides it would rather die everytime than play. I have no idea why its doing it since nothing had changed since last night.
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Go for it ;D
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50 Systems should be enough for now later on when more ppl decide to join in you could up the numbers a bit.
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I think MC's had layed shielding where basicly when 1 layer goes down the next takes the pounding while the first recharges, if the second goes down than the third takes over and the first might come back online before the third goes down. So the shields could be weaker in general toughness to a ISD's shields but you have to get through a few layers before they all fail. You could say ISD shields run in series and MC shields run in paralel.
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p4 1.7gbhz 1gb of ram radeon 9550 256mb 1280 x 1024 Antialiasing level normally just on 2x but ive set it upto 6x and notice pretty much no difference. ansiotropic level is 16x FPS zoomed out is around 40fps, zoomed all the way in 10fps, zoomed mid way in around 20fps.
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I normally play small games as any of the 3 factions. Imps: 2 ISD mk2's, 3 dreadnoughts, 8 Broadside's, 8 skiprays, 12 Assault gunboats, and 8 TIE Defenders. light frigates i rarely build but if i do its normally any of them. Reb's: 2 MC-80's, 3 MC-40's, 6 Neb's, 8 Skiprays, 8 Heavy gunships, 6 Y-wings, 6 B-wings, and 8 X-wings(awings die to quickly) Milita: 1 Invincible Dreadnaught, 1 aggressor, 3 Corellian Missile frigates, 6 gun frigates, 8 skiprays, 20 X-Int uglys, and 8 Heavy gunships. Basicly i like long range firepower but generally its just 2 Destroyers providing this unless im playing as the Empire. Everything else that doen't sit back and shoot is a decoy ship just there to keep the preasure on while the bombers/skiprays do the real killing.
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Well here an idea: After EJ makes a stable single .big file verson of warlords and its got all the ships u need in it simply create ur own folders/big and add it in on top so each battle u start off with such and such ships using the starting fleet thing EJ got there.
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hehe, perhapes u should ask EJ to make a simple warlord verson which can be used for all ur battles instead of using his test versons which require downloading lots of big files. Basic it would just be a single big file with all the ships u need/want for this.
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It looks interesting but theres a lot of stuff to read through so i was wondering, is there a short verson?
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it reminds me of my republic cruiser concept i did for u mixed with stargate.
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Well i enjoyed it when it was in earlyer versons so im all for it
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That thing reminds me of one of the forge world models for 40k, just look under IG and u should find it. If u got a discretion of what it looks like ill through together a few concept designs that might suit since i got nothing better to do right now Added: I found the model and u should see what i mean... http://www.forgeworld.co.uk/Imperial%20Navy/valkp1b.jpg
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Its a cool feature that will most likly be seen in later releases but in the patch its removed since its still got some issues.
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Star Wars Total Conversion for Bridge Commander
skyblazer replied to RothMan's topic in Bridge Commander: The Clone Wars
lol, right now im just playing around with modding this thing so ur not getting anything till i decided ive had enough and do something more offical. Anyways some pic's... http://njo.freeworlds.org/uploads/1135054556/gallery_4_7_1137136587.jpg http://njo.freeworlds.org/uploads/1135054556/gallery_4_7_1137170048.jpg -
Star Wars Total Conversion for Bridge Commander
skyblazer replied to RothMan's topic in Bridge Commander: The Clone Wars
Well i don't know what happen to Rothman but ive managed to get a model working in BC finially. Work out where i went wrong so i should be able to not repeat the mistake again. -
Star Trek vs. Star Wars: Discussion and Feedback
skyblazer replied to Stellar_Magic's topic in Gaming Stories
very good read even though it took me most of a day to do it with my little sister always bugging me for the computer. Can't wait for the next parts to be finished and posted. -
Star Wars Total Conversion for Bridge Commander
skyblazer replied to RothMan's topic in Bridge Commander: The Clone Wars
Well find out what hardpoints r needed to use the ship ingame for me. I haven't really been playing around with them for acouple of days though. Been to bussy learning new rendering tricks with 3ds max which have been very interesting so far.