Pirates arn't intended to be another player really.
DeadlyShoe
Not possible as far as I am aware. You could set TerranHome and DesertHome planets to have 2 starbases in the definition files, but that's the closest you could come. It wouldn't be purchasable or switchable.
Missiles will always hit eventually. "Projectile" class weapons can 'miss' traversing targets graphically, but that's an error in the prediction code. They are actually hits as far as the game is concerned (the shield effect goes off even) and you can't control when the misses happen.
No it's performance reasons. SINS is targeted at low end systems and turrets take up a lot of CPU time. In any case, the weapons implementation is woefully unsuited for tacking animated turrets. There's no provision for holding fire until turrets have acquired a target, and every single turret having a firing arc of exactly 90 degrees would be silly. so they'd have to create a new behavior/data/balance format for a properly turreted ship. It would be a lot of work.&
I rarely use all of my starbase upgrade slots. It costs a lot of resources that could be put into ships instead. This is particularly true for 'trade' starbases; unless you have good reason to think the enemy is going to be raiding that sector, don't bother putting on anything except civilian upgrades. [quote]So do you mean to say that the starbase actually rebuilds squads faster? Keep in mind that the hangars are being repaired by both repair bays and the dockin
You could mod out the shield bubbles. I would do it in the entity files, but simply deleting the .mesh file might work.
before you ask the next question, the answer is 'performance reasons'
the gamer's fallacy - just because something is counterable, that doesn't mean it's balanced... a heavily nerfed missile barrage would still occupy the same place in the counter scheme, and it would still be a very powerful ability.
For the most part, accuracy is just another damage modifier. You can't make weapons miss graphically anyway.... I recall reading that abilities can have chances of success, but I don't know how that works.
What directory are you extracting them into, what's your operating system, and what version of the game are you running?
Over time I've come to think a compromise would be best. While there should still be a judgement call, a player who only has 1/3 the fleet of another player should gain some economic advantage from it. So perhaps something like this: level 0 upkeep has 100 supply and 0%-0% upkeep level 1 upkeep has 250 supply and 10-20% upkeep level 2 upkeep has 500 supply and 15-25% upkeep The percentage of supply you are using determines where in the upke
[quote] Can't the call to the icon be removed? -Teal[/quote] Only if you remove it from the ship itself. I think it would be enough to give the cloaking ship a tradeship icon onscreen (something small and usually ignored :) ), it can use a more normal icon in the Infocard.
Looks great so far, I was fiddling with the files though and I have some questions. -A lot of the GameInfo changes only turn Autocast from FALSE to TRUE. Is it supposed to be that way? -The Kol Battleship has this change made to it: beamGlowTextureName "TechCapitalBeam_Core" beamCoreTextureName "TechCapitalBeam_Glow" Note that beamGlowTextureName has the _Core texture and beamCoreTextureName has the _Glow texture. Is th
The real problem with a true cloakable ship - even if you fixed the icon problem - is that it's a lot of micro to gain any benefit from it, unless it's just a super unstoppable scout ship.
The biggest issue with resupply systems is that the AI has no idea they exist, and will always operate as if it has normal AM regen.
Looking good guys. It's been a long while, wish we could get our hands on this. ;) Are you still following the basic structure of SINS balance?
I think it's a general consensus that you can mod however you want on your own system. ;) If I were you, I would get entrenchment, maybe nab an Entrenchment-compatible mod and give the new gameplay mechanics a try. You could patch over some elements of 7 Deadly Sins pretty easily. For isntance you could keep the neutral spawns by merging the GalaxyScenarioDef file, taking care to eliminate non-stock spawns.
Couldn't you just do a phase ability that doesn't disable movement, and that is disabled by enemy Scouts? Seems straightforward to me.
Look at the main post. [quote]Extract 7z file to your C:\Documents and settings\ \Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\ \ path (Vista is slightly diffrent, I think it is C:\users\ \Application Data\Ironclad Games\Sins of a Solar Empire\Mods\)[/quote] You need to either extract the 7z file to the correct directory, or you need to extract the 7z file and then move the SOGE&nbs
Sloth, you need to extract the .7z file. (You can use WinRar for this if you don't get 7zip.) It should create a SOGE directory. Place this directory in your Mods - 1.16 directory. Make sure you are starting normal SINS and not Entrenchment.
Capital ships have a natural ability to suppress enemy culture that varies with level, but they can't create culture through that. And yes, you can make a ship a culture hub through an ability. (You can make it a 'hidden' ability if you use the fifth slot added by Entrenchment.)
Arn't they text files like everything else? You could c+p relevant information if needed.
Culture is true/false in terms of bonuses as far as I am aware. I don't think capital ships can spread culture 'natively' but you can add a passive culture spread through an ability if you so desired.
Are you rebalancing the planet populations and resource outputs to be 'bigger' too?
Thanks harpo.