SINS [ProMod]

Looking for Community Suggestions

The goal of the SINS [ProMod] is to increase both game speed time and micromanagement oppurtunity in SINS. I am creating this mod because 1. I feel that SINS would benefit from a mod that quickened gameplay so that one could play a game in 30 to 45 minutes. 2. Because I feel that there is alot of micromanagement potential with each unit but it isnt available because the units move too slowly and respond too slowly. SINS [ProMod] is meant to fix these things.

 

At the moment I have just started development and have begun by:

Increasing build speeds of all ships and capships by 66% (The Starcraft Proportion)

I am going to move onto checking Economic and Resource speeds to see if they run well

Then I am moving onto movement speeds of all units.

     I am to increase both movement and turn speeds for more reactive units

Then onto ship cost.

Then I will move onto building times of structures

Next will be costs of structures

Finally I will be checking the effectiveness of Culture Spreaders and Trade Ports to check how much I need to scale them for the new gameplay.

 

THIS is where I need the community. I need your ideas! I am looking to make additions to SINS that will make it an even better game to what it already is. If anyone has any ideas or even some files that are tweaked that I could check out please post here!

 

 

13,231 views 25 replies
Reply #1 Top

Mod Log

10.26.08
Changed Build Times of Advent and Vasari. Reduced by 66% and rounded up.
Results:Works well for frigates but need to do further testing on cap ships.
    Must test economic viability using common build orders.
To Do:
    Set TEC Build Rates
        Test Them
    Tweak Capital Ship Build Rates. Currently 66% Faster
    Check Economic Implications
Day 1 Down!

10.27.08
Changed: TEC Build Times by 66%
     Cap Ship Build Rates are perfect for all races
     Seems that the economy can handle increased ship rate well. No changes for now
     Changed Construction Ships so that they all move at same speed and can get to an asteroid in 21 seconds.

To do:  Check Disciple Vessels Pricing... Definitely broken at the moment. Made 11 disciples within 4 minutes and won in 6 minutes on point blank.
    Going to keep static for now. Need to do further testing.
    Check how increased construction ships speed affects gameplay. Economic and Militarily
Day 2 Down!

     Do I reduce the requirements of other ships so they can build equally as quickly? Or do I just increase the cost of advent disciples? Leaning towards increasing desciple costs.

EDIT: Increased Construction move speeds. Standard for all races. Moves from starting place on Point Blank to asteroid in 21 seconds. Seems to work very well. Need to check economic implications though. WHY DONT THEY TURN IN PLACE? Oh well lol.

10.28.08
Changed: Big Changes to Advent Fleet Capacity and Crystal Requirements to make rush counterable
     Fleet Capacity Changes:
     Illuminators at 10
     Subjugators to 12
      Guardians to 12
     Drone Host to 10
     Disciples to 6
     Purges to 10
     Defense Vessels to 8
     Crystal Changes:
     Disciples are now 25 Crystal
     Destras now at 100
     Missionaries now at 30
     Defense Vessels now at 30
     Metal Changes:
     Destras are now 125 Metal
     Purges are down to 80 Metal
Why?
    Increased fleet capacity to cripple the size of the advent army if they decide to rush.
    Specifically increased the Disciples to cap the number of disciples one can produce.
    Need to update tactical buildings to increase specific damage to reduce power of rush.
    Tested Varari against Advent Rush and results were beautiful! Really well balanced now since the Vasari ships are in essence stronger than the Advent.
    Although the advent can now mass much faster the manuverability and damage of the Vasari overcomes. That is if the Advent don't build any planet defense.
    Planet defense KILLS rushes. This mod seems to make planet defense more important. Might tune tactical slots stuff later  then.

Also Changed:
    Vasari Fleet Capacities and Resource Costs
    Fleet Capacity changes:
    Destructors reduced to 10 supply
    Sentinels to 8 supply
    Overseers to 10 supply
    Resource Changes:
    Skirmishers are now 45 metal
    Assailants are now 50 metal
    Destructors are now 50 metal and 50 crystal

To do: Check TEC supply and resource costs
       Change economy of planets.
    Extractor rates, gravity well sizes, and slot capabilities

Day 3 DOWN!

10.29.08

Changed: Reworked TEC with the FinalStand Ability below. Spent all day testing and working that lol.

Todo: Rework Economy of Planets

         Rework tactical slots and Logistics buildings

Day 4 DOWN!

 

10.30.08

Changed: Added the Advent Racial Ability. Or rather the Advent Racial Abilities. :D

First one is called Destroyer's Aura. It's the destra's ability but with a smaller radius. It's also interruptable.

Second one is called Lecherous Aura. It's embargo but less effective all around and its channeled. Leaving ships who use it vulnerable. However I did find an immediate tactic that works on small maps like point blank. You can embargo lock :D but only if the person leaves you unattended.

Well... Time for the Vasari Racial Ability. Im thinking massive shield avoidance... for those pesky Advent Shields...

10.31.08

Changed: Established the Vasari Racial Ability. Rather than going the military path (Where the Vasari are more than competent) I went the economic path and gave them the ability, Resourceful Frenzy. It is an active ability that for 60 seconds increases credit income by 20% and planet production. It decreases ship build time and population growth rate while also increasing upgrade costs. Its a channeling ability for most ships (all racial abilities do not apply to cap ships, seige ships, or scouts).

 

 

 

 

Reply #2 Top

[Reserved]

Reply #3 Top

[Reserved]

Reply #4 Top

Damn point blank in 6 minutes!

You bringing a new definition to rushing my dear friend ;)!

On my side, I like sin just the way it is! Ok I would like to see ships go faster 50% faster seems good for me) and move during attack but that's it!

Going faster takes away the epicness that is supposed to be galaxy conquering! This game is meant to be long, ardous, painfully tactical, etc...if you're able to jump from one planet to another in less than 10 secs then games will simply become a race to whomever can spit out the most vessels in 5 mins!

Just my humble opinion!!

Cheers and good luck on the mod (I'm sure a lot of other people will like it ;) )

Justin S.

 

Reply #5 Top

I totally agree with you and thats why im troubled by the disciple vessel thing. Im probably going to need to add some sort of crystal requirement to disciples.

I was also looking at some of the stuff on here about making frigs attack like strike crafts (attacking and moving) I thought that was very interesting. I might incorporate something like that but im not sure yet. I heard an idea from a friend that I should make gravity wells larger so that Phase Jumping in would be easy but jumping out would be harder. I thought that would add a good tactical element to the game. I'll probably do that too.

 

Thank you for the support though!

Reply #6 Top

I agree to all of the above ;)!

Please note though that ships with strikecraft mouvement are still experemental and that none of them fire correctly or behave appropriately! They just scatter about, passing through other ships :(!

 

Glad to be of service!

Take care,

Justin S.

Reply #7 Top

If your interested shadow and myself are creating a mod. If you like to join pm shadow. :)

Reply #8 Top

So he can then send you back to Kiedjor, since he's the technician that knows all the back alleys of ability modding!

Though at my great astounishement, I went through the files today to check them out and actually managed to change some things without crashing the game ;) *pats himself on the back and gives himself a slap reminding him this is NOT his area of expertise :( !

A well...I tried :)

 

Take care, all of you

Justin S.

 

Reply #9 Top

Yeah Kiedjor I'd be interested in working with you.

 

Check out the changes I made above in the Changelog

 

On note with the mod. I have alot of free time today so I will probably get alot more done. Maybe even test it with some friends.

Reply #10 Top

Oh yeah and I'm still looking for community ideas!!!

Reply #11 Top

Aything specific line of ideas you want us to search for?

 

Reply #12 Top

Im really looking for ideas for race balancing and specific ship fixes. Like say increase certain resource costs or swap abilities and such.

On a slightly unrelated note....

shadow do you think you could make some weapon textures for me? like for missles and stuff? I wanted to add some and Im not very good at stuff like that on my own... You can have the freedom to make them look anyway that you want for each race.

Reply #13 Top

Agh to my dismay I just edited TEC costs, generally made them lower, and they are still TOO WEAK. They cant attack as effectively as any of the other races. Im going to need to do something about them. Maybe make increase their speed over all others while increasing their evasion ability? That way they can outmaneuver other races... I guess thats my best plan at the moment. I dont want to increase their shield or hull rates because that is invariably TEC. Their weak but can mass. I guess Ill have to make them weak but be able to mass and out maneuver. Going to probably have to add some shield evasion for the advent.

Eh... Ill get them down!

Reply #14 Top

Well, I fixed the TEC problem... but added more work onto my load lol!

I added the following ability to all TEC frigs and cruisers

 

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "BuffFinalStand"
targetFilter
    numOwnerships 1
    ownership "Player"
    numObjects 1
    object "Frigate"
    numConstraints 1
    constraint "HasHullDamage"
effectInfo
    effectAttachInfo
        attachType "Center"
    smallEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "Intrinsic"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive FALSE
antiMatterCost
    Level:0 300.000000
    Level:1 0.000000
    Level:2 0.000000
cooldownTime
    Level:0 600.000000
    Level:1 0.000000
    Level:2 0.000000
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_LASTSTAND_NAME"
descStringID "IDS_ABILITY_LASTSTAND_DESCRIPTION"
hudIcon "HUDICON_ABILITY_LASTSTAND"
smallHudIcon "HUDICON_ABILITY_LASTSTAND"
infoCardIcon ""

Then I changed it so that all TEC ships begin with 255 Antimatter and 1 regen per second. Tested it against computer and it does work well as a rush and is counterable if one focus fires or uses any real ability.

 

Going to add one to every race. Im thinking a very small embargo type thing for Advent. Say a passive that does embargo but to a MUCH smaller scale. So that advent could sort of suck planets dry. It seems like an advent would do that XP

Reply #15 Top

That idea is already in motion on my Nephil mod my friend as it is, since they cannot colonise, they're only way of survival! As well as being recycling masters ;)!

 

Reply #16 Top

interesting ideas guys.  :)  im full up with school work right now, but this looks promising.  :)

Keep up the good work!!

-Teal

 

Reply #17 Top

Gotta work on the next chapter of the Nephil story ;)! Starting to implement my art ideas, models, etc...Can't w8 till when I wake up later on today! ;)

 

I love my life!O:)

Justin S.

Reply #18 Top

Thanks for the suppot Teal

 

Nice Shadow can't wait to see the Nephil in action!

 

Question to anyone viewing this thread: Anyone know how to give frigs strikecraft capability? So that they could hold strikecraft?

Reply #19 Top

Added the new Vasari Racial Ability, Resourceful Frenzy! Now onto ship speeds and then structures

 

Reply #20 Top

Huge Sucess with the Promod today!

Finished all the racial abilities! Finalized movement speeds on all ships! Done with all the ability tweaking!

 

All the essential fixes needed now are to tweak resource speeds and build times of structures! O yeah and tweak planets a bit. But thats it ! :D

Reply #21 Top

Quoting Albinus, reply 18
Thanks for the suppot Teal

 

Nice Shadow can't wait to see the Nephil in action!

 

Question to anyone viewing this thread: Anyone know how to give frigs strikecraft capability? So that they could hold strikecraft?
End of Albinus's quote

 

Yes.  :)  I think i answered that to you in another thread already though, but if you like i can say it again, :)

Let me know if you still need to know, or are already beyond that now? 

Take care,

-Teal

 

Reply #22 Top

I got it but the only thing I was wondering was why theres an antimatter cost? Does it cost antimatter to make strikecraft?

Reply #23 Top

Yes.

Reply #24 Top

Well I just changed all the ship damage and ship speeds as well as took out the fleet upkeep cost and redid dead asteroids. The mod is PLAYABLE! Everything I needed is done and man...it was amazing. The computers use the new abilities and speed SOOO WELL. I mean... they are so good that its scary. They micro extrmeely well.

 

I'll be uploading the mod to filefront soon so watch out for it

Reply #25 Top

The Mod is Live!