I wanted to eventually mod in flak screens into sins, and i needed to know this very simply. Can a flak/defense ship fire at and destroy a projectile, and if it does will the projectile cease existing? I'm sure the bsg guys are all over this, i was just wondering if anyone has/is doing it. I'd like to make defense ships a little more interesting by adding to their firepower the ability to shoot down missiles and some projectiles. Leaving say the standard guns/lasers
Vagamus
Thanks. Just checking again. Been two revisions since I checked, i was hopeful :p
I tried adding one again, and it will not propogate as it always hasn't. Added to the end, did everything right, and it didnt show the 6th test capital. Is everyone simply throwing the extra capitals into the cruiser/frigate tabs?
no one knows?
I haven't tried to do it again yet, so i figured i'd ask first before wasting my time trying it... Are we allowed to add more than 5 capital ships yet? Used to be you'd add em to the list but if it was at the end it never propogated into the 2nd column, and if it was the first, it bumped the last off the list entirely. Is this fixed? if its not, is it going to be?
Why not add ewar and t2 ships. ewar in most cases, if you think about it, is just a way to disable the enemy's weaponary. you can just as easily with sins disable engines/warpdrive for a webifier/warp disruptor, make weapons hit less like a tracking disruptor, make the enemy stop firing at anything like ecm, and drain antimatter like nos. That just about covers it all. There are enough frigate/cruiser slots to keep all the t2 ships, just make them more specialized, expensive, a
Oh god, the gooncannon lives on in sins.
Advent have a form of it too. I was lookin at it. I have already modded in several ships and structures, this one is just kind of stumping me. Whats really getting me is this: is there a way to make a weapons damage output be that of a special ability. still lookin into that, i just got off the road, so i'm not crackin on this fully yet. If somehow you can declare a damage type to bring up an ability, thats all you need right there. A no-damage, no area-of-effect shi
Is there a way to mod in something that could disable a single ship, like a weapon but disables specific targets. I'm kind of rolling this around in my head, and i've only looked at the emp and ship disabling abilities, but i don't really know how to even go about trying this. Any help would be nice.
seems like this might be some kind of gui thing. any more ideas?
Mitigation, if we were to talk as it is defined, seems like it would be how much damage the shield actually cancels out. So, if its say 25%, and theres 100 damage, the shields cancel out 25 damage, so the actual shield depleting damage becomes 75. I think thats what Baleur was trying to say, but i figured i'd punch in with an overly complex and redundant way of saying it :p Tec has armor bonuses too, doesn't it? Seems like the tec get the good armor/repair bonuses, th
Have you tried changing their class to cruisers and adding them to the cruiser list? I tried that without changing the declaration of the ship, all it got me was the old core dump. But i just realized there may be a way to do it via changing the ship type. If it were to work, i wonder if it changes the ai. I'd do it now, but no time. Let me know if you get any progress. This game would definitely be benefiting the rest of the modders out there by being able
Hi. I'm attempting to add some reworked ships to each race depending on their styles. What i've done so far is I made 3 modified capitals, each named as CAPITALSHIP_raceBATTLESHIP2.entity, each is defined and described in the english string, each one is on the player entity tables, the counts are all correct (triple checked), the syntax all seems to be correct. What i get is the new capital, which is placed at the end of the list in the player entity, is not showing up in ga
Just from my experience playing: 1) Logistics needs to be increased to allow use of the more advanced logistical structures such as the refinery and even just the trade posts. In a long game, its very hard to balance in either of these with your research and broadcasting centers. 2) A boost in the Defensive capabilities would be nice. Either a numbers increase to allow more of a static defense to be built, or more effective defensive structures. I understand there is/was/may
thats a good idea. i'll have to look into it. it might be a good idea to limit to 1, make it really costly, and then also have more of a payout. had thought of this but not enough to do it yet. still seeing what the ai does with all this, if anything. its really nice to have a flagship with perks heh. whole reason behind this was my hatred of losing my flagship in combat, or designing a ship for 4 hours only to be able to mount 4 weapons on it <img src="http://images.stardock.
thats a good idea. i'll have to look into it. it might be a good idea to limit to 1, make it really costly, and then also have more of a payout. had thought of this but not enough to do it yet. still seeing what the ai does with all this, if anything.
Ok, so here's what i ended up doing. I made flagship hulls, edited versions of all 3 of the huge hulls, a little better than regular huge hulls, about 12 times more expensive. 800 space on all of them. Made two modules out of the most basic support module. (They do all minimally increase logistical range too. A nice secondary perk.) One is a general hull mod that scales with ship size, it costs as much as a tiny hull, which is 25, and on a tiny hull it adds about 21
Excellent idea kyro. i think i'll impliment that and see how it does Edit: Well i tried this, but it doesnt work like you'd think. I did the 100 size / -50 sizemod values and what i pretty much ended up with was a module that takes up no space, and doesnt add any. I tried negative number in the size catagory and it worked as expected. Seems the only way to limit ai usage would be to make them prohibitively expensive. It's meant to be a one-ship flag vessel anyhow. I s
If we make them prohibitively overpriced, maybe that'll limit ai use. Either way, how do you make a negative capacity module... sounds like that might be what i want.
Yeah that is basically what i want. The last time i did that though, the pieces scale to the size. I'd like to keep the large hull fitting sizes, but get a lot more fits on the hull. Can that be done by just editing the hull size now?
Is there a way to modify a hull, even just a stock hull, to add a miniturization fraction, or is there a way to make a module that enhanced miniturization for that specific design? I'd like to mod in a way to produce really expensive but very spacious ships, the intent being a truely terrifying flagship. Anyone do this or got any idea if its even possible?
Hi all, Thought i'd submit what i've done lately. Azrael Class - General Purpose Attack Cruiser Maul Class - Designed to be a Flagship, ended up being a long range force recon ship. Mercury Class - Fast Attack / Response ship, mean
That stinks. No easier way to do it? Perhaps making a new class of ships with set size up values?
Crap. So no easy way to size em up or anything? Can't just create a new type or something that has a set size up value? That stinks.
This work is indeed fantastic Coplann. If I may make a request, can you make a Warlock and a Black Omega X? I love them so much, i'd appreciate it.