This is noticeable in Dolynick's stargate mod as well: the spacegates and starbase upgrade used by the Ancients in it work everywhere except stars. The strange exception is the capital ability to create a temporary phase stabalizer does work. The mod uses the passive stabalizer ability the Vasari gate structures have for both the spacegate and its starbase upgrade. On page 28 of the mod thread from Dolynick, reply 683: <p
Unknown924
From the ASK DANMAN thread [quote]And about 7DS getting broken down into mini-mods, that is a YES. I will offer two versions, one big mod, and smaller broken down ones that can be stacked. This may be the way to make my ultimate goal possible, to be the merging of all the sci-fi universes into one, for one epic battle![/quote]
What about giving it a negative anti-matter recharge rate from a passive ability? Then just make the cooldown long enought that by the time the ability is ready to cast again there is no anti-matter left. The problem would be that it would only be one use ever, regardless of another player capturing it. The solution would be to have all of the structures anti-mater restored when it is captured(maybe make that a secondary effect of what every ability you use to capture it, wi
[quote who="dolynick" reply="12" id="2116276"] MODELS- the 3D models, or meshes, can only have a maximum of 10 emitters for any particular weapon, engine, etc., or the game will crash. There is a goal of under 10k polys, or the game will start to slow down. Actually Dan, I don't think that is correct. I have a couple custom ships that have up to 16 weapons-1 mesh points and they work fine. They are not all facing the same direction though so maybe that has something do w
What is the Weapon entity file used for? All it has inside is [qoute] TXT entityType "Weapon" [/qoute] Also, when would you be ready to make 7DS for the micro-expansions? Given your comments in the 7DS, would it be correct to assume only after they are released at retail and not just digitaly so everyone has access to them? Along the Entrenchment lines, have you given any thought as to what might be added to 7DS if it is
An interesting list by fidgit. I was surprised by the lack of any Homeworld game. The first one especially as both it and BSG have a lot in common with each other. Most notably they both involve fleeing a destroyed home to look for a new one whose existance is known only from ancient legends/ruins. Also, to my knowledge the Bentusi and the FIrst Hybrid(Razor) are done by the same person. I would ditch 8,9, or 10 and put Homeworld 1 in at 1 or 2.(Its a hard ch
[quote who="dolynick" reply="8" id="2109720"] That doesn't sound right. I know for a fact that I built a stargate at a star the other day using the Ancients and their Munio cruiser. It popped out just fine in the star's gravity well. Now, stargates (or any phase stabilizer - seems to be a game engine thing) won't work on a star it seems but the structure did build. -dolynick[/quote] The cityship's level six ability works fine on stars.&nbs
Tried the Ancients out, some ideas/thoughts The tactical structures you can build anywhere don't indicate how much fleet capacity they cost, there should be some way to know besides building them. The drone swarm abilities look good when used, but to my knowledge the Vasari ability they were based on is NOT affected by research that increases the chance to ignore shields aka its a straight damage ability. I think instead of giving the drone swarm ability to ancient ships
[quote who="matt082" reply="14" id="2080836"]is this mod compatible with v1.15?[/quote] From page 113(would it really hurt to check one or two pages back to see if the question was asked before?) [quote who="Archaon6044" reply="10" id="2075659"] [Holding the USB drive containing 7 Deadly Sins files] King Arthur: How does it... um... how does it work? Sir Lancelot: I know not, my liege. King Arthur: Consult the Book of Installation. Brother May
Just started a game as the Asgard, looking at the techtree I noticed that the first rank of 'Biology Mastery' had a green -5% as the result Checking the entity file for the research gives: modifierType "BombingPopulationKilledPercAsDamageTarget" baseValue 0.000000 perLevelValue -0.050000 From RESEARCHSUBJECT_PLANETBOMBING_REDUCEDPOPULATIONKILLED in the latest Forge Tools: modifierType "BombingPopula
[quote]this is the akillies heal to content distrubution. What happens when i want to play my 10 year old RTS? and there is no impulse server to serve up my key? (oh thats right i dont own my own version of the game, i mearly rent it from Stardoc)[/quote] As long as you have an install of it backed up somewhere it should run fine as Impulse does not need to run when you play the game. Just copy and paste an install of it to an external harddrive or even a flash drive and you w
[quote]-Fighter attack routines can now be used by other ship types (i.e with the right physics tweaks you can get non-static combat movement).[/quote] Surprised no one has mentioned this yet. This is something people have been after Ironclad a long time, nice to see they did it even though it doesn't do anything for the normal game
[quote who="Hack78" reply="3" id="2074360"] One issue with the secondary weapoins targetting SC is that they are then not targetting other non-SC ships. This means those cobalts etc... aren't getting targetted...[/quote] True, but that should be solved by making the capitals have strikecraft as what their weapons deal the least damage to. Right now ships will auto-attack what they are best at fighting. Combined this would result in weapons not firing on stikecra
[quote who="Hack78" reply="1" id="2074211"]OK - lets put flak on the caps. This would mean that like flak frigates, they can shoot down SC AND other ships. So you have just boosted the DPS per second of all caps. Have you considered the following: What this will do when colonising. You will be able to do MORE damage to militia frigates while your primary weapons engage the primary target - e.g. kill the Garda/Cobalts quicker while focusing on the kodiaks. Is this a good idea?
Amazing. When everyone that buys it finds out how much better the two expansions are, they will probably be interested in them also. You might want to think about putting the expansion bundle pack on sale.
Agree that flak makes sense for capitals/starbases, but as others have mentioned there is the three weapon limit in Sins. I would suggest research to let capitals hit strikecraft with secondary weapons. There could be more research one or two labs up the tech tree that increases the chance to hit stikecraft(say 10% base with 4 or5 levels that give ~10% increase in chance to hit). In-universe it could be explaned as special targeting programs/sensors that permit traki
This is an idea I had in the "What Entrenchment is Missing" thread [quote who="Unknown924" ]What about an 'Improved Targeting Sensors' upgrade as the final level for weapon upgrades? It would let a starbase's basic weapon system target strikecraft as well as upgrade the range of all weapons on the starbase. The maximum target limit for some or all of the starbase's weapon banks could also be upgraded. It would be very expensive and might require
What about an 'Improved Targeting Sensors' upgrade as the final level for weapon upgrades? It would let a starbase's basic weapon system target strikecraft as well as upgrade the range of all weapons on the starbase. The maximum target limit for some or all of the starbase's weapon banks could also be upgraded. It would be very expensive and might require research to unlock.
[quote] Atmosphere will degrade outbound energy weapons fire to a horrendous degree (period the end, even if you just try to pour power into it you're still looking at a huge disadvantage as the air will defract the beam). [/quote] Traditional brute force beam weapons yes, all energy weapons no. Most plasma weapons in fiction require a containment field for the plasma, so the atmosphere would only interact with the containment field. Range would be
[quote who="Craig Fraser" reply="4" id="2057346"] btw i have the pirated one, but id buy the original if this goes well Hi Omn1dex. My name is Craig, I am an Ironclad developer and co-owner. If you were in my shoes how would you react to the line above?[/quote] That is right up there with Frogboy's 'I don't want you as a customer, take your refund and go away' posts. I admit I pirated the beta of SINS, it was good enough that I bought the full game soon after release
The UNSC had its super MACs in orbit powered by planetary based generators(Not that far fetched as we have small scale wireless power already). There could be a planetary upgrade that gives significant bonuses to defense structures around a planet. The upgrade could increase range, damage, and rate of fire of all turrets. It would have to be very expensive to balance its power and prehaps have its maximum level determined by research.
Considering Galactica was obsolete when the show began and considering what it has been through, it should be in no way compared to the capital ships in SINS. The ships in SINS are brand new and even use nano-technology for repair. The nano-technology lets them get repaired perfectly as the nanites are small enough to anywhere and fix anything. Plus once programed nanites work on their own without supervision, freeing the crew to only have to worry about providing them power
Capital ship strength is one of the most controversial debates in SINS. Some want then to be able to smash frigates and others like them fine the way they are. Early game they are fine, but later on in the game the debate over their strength comes up. Giving them a flat bonus in strength would unblance the early game. What I would like to propose is that the logistic reseaarch for capitals provides more than capital slots. My idea would be for each level resear
It probably doesn't uninstall the SecuRom because all games with the same version of SecuRom use the same install of it(the other games would be broken if one game removed SecuRom with it). As this is the older version of SecuRom, there should be a simple removal tool that gets rid of it. I tolerate the older version of SecuRom because from what I can tell it just doesn't let the game run if you have programs running it doesn't like instead of messing with your system. The m
I think it has SecuRom, but not the very bad version(exSpore). It also doesn't have activation limits I am aware of. The main problem I have with it is GFWL. From what I can tell, you need to log into GFWL to even save your single player campaign games. At least I couldn't load my progress when I went back to it several months ago after not playing for a while(I got to the final campaign). It also refused to let me log into my GFWL account unless I shut down XF