DeadlyShoe

DeadlyShoe

Joined Member # 2406025
14 Posts 470 Replies 11,380 Reputation

Is the spawn chance is on a per-group or per-ship basis? Also, is there any method of making mutually exclusive spawns in the same entry? That would be super helpful. The workaround (creating duplicate planet types) seems like it should work but it also seems like a lot more work. xD Incidentally, the Vasari Gathering template has an error in it - the third group has 5 items but only has 'items 4'.

10 Replies 44,420 Views

[quote]And Reflex weapons in macross where some sort of super weapon beyond all science when in macross that was just the in universe name for nukes.[/quote] Eh? Anyway, I know someone half-did a macross mod for homeworld, so there's models floating around somewhere.

7 Replies 6,291 Views

Nonsense. Knowledge is worthless to them. What can the enemy do? Either they keep their starbase in reserve - in which case you get the fleet vs fleet fight you are seeking - or they keep the fleet in reserve and try to chase you around with the starbase, which is absurd. Since it's the AI, they will do neither and just chase your first fleet with both fleet and starbase. Run that sucker ragged. P.S. Mines just make it work better. They arn't necessary.

54 Replies 28,219 Views

Nerull we are talking about a lategame maxtech scenario. People are going to respond accordingly. Anyway, if you are fighting the AI, you can lead it around the gravitywell by the nose. While mobile, the starbases arn't exactly fast. You should be able to seperate the fleet and the starbase. In fact, draw the fight to the far side from your jump-in point, [i]then[/i] push your own starbase in. Using mines to cover your starbase construction (as per Osiriszyos) will help greatly.

54 Replies 28,219 Views

[quote]2) the range on the weapon is not 10000, it stays vanilla spec even though i changed it here "Range 10000.00"[/quote] You are restarting Sins right? If you're loading a game for test purposes, try building a new frigate. Try starting a new game. Make sure your modified file is in the manifest. Make sure your modified file is in the playerfile.

12 Replies 10,601 Views

People have said it before, but simply attacking another system (using the Kostura or by using a feint to slip an Antorak by) works fine. He can't possibly have an upgraded starbase at all of them. Get your own starbase built ASAP, get a phase stabilizer on it, and you're in business. Now there are two chokepoints. There arn't a lot of maps with both single chokepoints and the resources to max-tech anyway. Which are we talking? PS- Anyone know if the Kostura node abi

54 Replies 28,219 Views

You could make stars into a regular planet type, delete the current stars, and set up a one-system map that way. You shouldn't have every planet connecting to every planet anyways, in Honorverse you had to fly normally between grav waves in many spots. You can use that to break up the map with large storm sectors. As long as you keep the number of choke points very high they might as well not exist.

44 Replies 29,940 Views

I'm 80% certain it tells the ship which of its weapons to use for the orange range circle. 0 is the first weapon, 1 is the second weapon, 2 is the third weapon.

12 Replies 10,601 Views

https://forums.sinsofasolarempire.com/310084 ^armor Mitigation is a straight reduction of damage. It applies even if the shields are down. Every point of damage a ship takes increases its mitigation, but mitigation drops at a flat rate. As long as you are taking more damage than that flat rate your mitigation will increase over time. There's a minimum of 15% mitigation that applies to every object with shields. Most ships have a maximum of 6

2 Replies 2,152 Views

I'm trying to create a Capital ability to spawn fighters at the edge of a system. I'm using FleetBeacon as a template. Directly spawning fighters seems like a no-go, so I've shifted to using SpawnSquad on a 'leader' frigate. The fighters spawn alright so long as I give the frigate command points, except they tend to spawn waaaaaaaay outside the play area since apparently ships can use abilities while Dark-Fleet jumping in. <a href="http://www.deadlyshoe.com/SINS/spa

1 Replies 4,713 Views

[quote]abilities and death explosions/debris are the big things I am investigating now.[/quote] One problem seems to be that "FixedLevel0" abilities sometimes don't work on capital ships, most notably Demolition Bots. Or possibly it is a research requirement problem.

1,730 Replies 4,129,910 Views

Well first off, it's much safer to use the modding system instead. Try running SINS in windowed mode. It makes it easier to bail. You probably made a mistake in a ship definition file, sometimes this causes the game to go into an infinite error..thing, and it never minidumps.

6 Replies 7,709 Views

You probably made a formatting error in a data file, like not changing one of the numEntity #s. Go to GameInfro, sort by Date Modified, and delete recent files until the game stops crashing. Then undelete files until you have narrowed down which file it is. Then fiddle with that file until it starts working. If you can't get it to work, just delete that file and start re-modifying it from backups.

4 Replies 4,823 Views

[quote]- I don't know of any ability or capability of Sins to model anti-missile defenses. That's a big part of the book settings. I'm not sure how to model this part of the setting.[/quote] I'm not sure if it's possible, but you could try making a special strike craft with a short range kamikaze ability and using that to model missiles. It opens up many possibilities wrt alpha strikes, magazines, active anti-missile defences, screening, etc. I wonder if forc

44 Replies 29,940 Views

[quote] -.- uuhg well whats the point in having the mod if i cant play it again i dont think its my comp cuz last version of the mod worked just as well as sins so idk but the mini dumps are really geting on my nerves hopfully evil you can fix it if theres anyway you can.[/quote] You could try modding out the vanilla races, and perhaps your least favorite of the Star Wars races.

1,730 Replies 4,129,910 Views

*** This modified GalaxyScenarioDef file gives players back their starting structures and converts the militia to approximately equivalent SOGE ships. http://www.deadlyshoe.com/SINS/GalaxyScenarioDef.rar Extract to the SOGE/GameInfo/ directory. Note for Eville and other modders: Although most structures have been added to th

1,730 Replies 4,129,910 Views

That's not a fair comparison, really. You brought guardians and a progenitor with the illuminators but not the adjudicators? I mean, that's like 20000 regenerating shield points stacked on top of em. And the poor adjudicators dont even get flaks... :(

40 Replies 11,762 Views

It helps a lot to increase the income, build time and culture rates in the options. Set the AI to Aggressor and they'll concentrate on fleet building. Or you could set it to Unfair and it will spam huge fleets and fully upgraded starbases :o

12 Replies 31,882 Views

Unit specific damage probably isn't going to go away for a lot of reasons. It's not intrinsically bad either. Otherwise you get tank-rush syndrome where you just spam the most efficient unit overall. Lets take the Carrier-Heavy Cruiser-Frigate triangle, which is a classic example of Archer-Spearman-Cavalry. It's based on unit specific damage for the most part, but it's rather easy to justify in terms of 'realism' if you want to. The Bomber's strong missiles are not acc

5 Replies 2,836 Views