Vagamus

Vagamus

Joined Member # 2458423
4 Posts 10 Replies 134 Reputation

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

3 Replies 3,304 Views

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?

5 Replies 4,112 Views

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?

5 Replies 4,112 Views

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

34 Replies 22,688 Views

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

4 Replies 4,197 Views

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.

4 Replies 4,197 Views

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

5 Replies 4,961 Views

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

4 Replies 4,034 Views

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

4 Replies 4,034 Views

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

595 Replies 413,899 Views