If you are using an early version of SINS the missile barrage will not work properly. [quote]Does it stack with multiple missile barrage? IE, can I have 2 of them and hit them both at the same time, or can a ship only be under the effect of 1 missile barrage at a time?[/quote] Damage abilities stack infinitely. [quote]Also toe to toe and level for level The Mazra will own the Kol. [/quote] Using base statistics, the Marza has 4652 effective HP a
DeadlyShoe
You have to bomb planets because Chuck Norris roundhouse kicked every soldier in the SINSverse Chuck Norris was going to be implemented, but the DPS on his infocard took up the whole screen Chuck Norris requires 9 labs to research Chuck Norris used all of the Dark Fleet's throat lozenges Chuck Norris: The original phase missile Ships stick to phase lanes because Chuck Norris punched the rest of phase space You don't need to research Desert Colon
* The weapon fires for the damage listed every BuffCoolDown period. Burst and PointStagger settings are mainly graphical. The tooltip listing is the damage-per-second of all 4 facings added together. * change the relevant Ability*.entity file so it has a shorter recharge. * Change the relevant Frigate* or Capital*.entity files so the ships have more hipoints. *Add or remove abilities from the Ability#:"" lines in a Frigate* or Capital*.entity file *
Yeah, I turn off group move if I need to retreat in a hurry. Most of your ships are combat ineffective when they start turning to jump anyway, so there's no reason for them to hang around.
Skimmed the thread, *Count me in for additional planet types. A more interesting environment is a more interesting game. I'll admit that it would be difficult to differentiate new planets gameplay-wise. Perhaps exotic planet types that require 5 or 6 labs to colonize. Or gigantic 'neutral' space stations. But even if they were just graphical differences, the game would be more interesting. *Trade revamp. The current trade system just
If they had infinite money and time, they could implement both animated turrets and stationary turrets and let players choose which to use so there is no performance impact. But they don't. They had to draw the line somewhere. They could choose to implement a turreted system, a turretless system, or do both and eliminate some other significant feature (pirates? super-cannons?). They chose a turretless system because it offered better performance. It's
Nice. I think story conflicts a bit with the universe background but you write well enough that it's enjoyable anyway. :)
Guys, just because something is counterable doesn't mean it's balanced. You could nerf missile barrage quite heavily and it would still be a pretty damn good ability, and it would still be counterable the same way. But the entire game wouldn't hinge on the level 6 Marzas.
[quote]I assure you, the lancer is the Empire's anti starfighter ship.[/quote] You have to admit, the Tartan looks better. ;) It is not like the Lancer is from a movie. Speaking in terms of the established Star Wars background, you could argue that the Nebulon-B was a far more important anti-fighter ship than the Lancer, since it was designed to escort convoys and mass produced in huge quantities. Which is not to say the Nebulon-B or Tartan should replace
Have the ability drop a generator which does 100% damage sharing for ships within its radius, basing the ability on the Advent Guardian's damage sharing. You could also just do damage sharing on the ship itself without using a generator, but I'm not sure that's what your aiming for. There's no way to create an independent shield 'pool' that's not linked to a game object.
It would be simple to do yourself. The toughest part would be getting hold of the reference data.
The idea is that you create the history for your hero units during gameplay. I'm sure that if SINS ever gets singleplayer we'll have hero admirals and such (like the guy in the intro). They'll be necessary for telling the game story.
Pirates arn't intended to be another player really.
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