^^ i live for modding (would also mod for a living ) Its quite a bit of work and listening to all the quotes to find the right ones for each action, but i think then end will make it worth
Pithlit
Well, if you like i can make the vasari into the protoss and the tec into terrans I got all the soundfiles (thats what took longest with the mod) just have to convert them and then replace. Edit: ok, doing that now
Here you are pal: The Vasari battleship now speaks Protoss ^^ sins.bz [link="http://sins.bz/infusions/pro_download_panel/download.php?did=64"]WWW Link[/link] (Protoss sounds probably copyright to blizzard or something) Backup your "sound" folder before applying if you want to revert the changes! enjoy
give me feedback on the mod and i will make one just for you Just say which unit you want to be transformed.
I liked the idea that was suggested (vasari ships have an innate faster phase jump) so i implemented it. This also acts as a counter for the slower interphase drives the vasari have (they move 20% slower while in gravwells, but 20% faster while phase jumping) To make the race a bit more diverse even without research i plan to give each race a few innate modifiers that will set them apart. Any ideas what Tec could get; more vasari suggestions also always welcome <img src="smiles/Wink
it says WIP since i am still working on it, working to archieve a better balance and an overall more fun gameplay experience. I can not guarantee that the game will not be un-fun at this stage With this v0.4 is out, having the aforementioned changes to fighters and capships, aswell as fixing the crashbug and some other stuff. download from sins.bz [link="http://sins.bz/infusions/pro_download_panel/file.php?did=61&file
ok, it seemed that pushing the maximal limit of pirate ships in the pirate base over 200 fleet supply. I had set it to 240 (80-240) and while generating the galaxy, when it went over 200 the game somehow didn´t like it. confirmed through reverse engineering, setting the min limit to 200 and above always causes a crash. So we learn: the game does not like more than 200 fleet supply guarding a planet. I have currently set the maximum pirate raid strength to over 200 suppl
i know, i have to to that aswell, if i get those kind of errors, but the one i get (as said could also be non-mod related is a windows error window that wants the program to close.
As said, its probably the game constant file or some of the one of the planet files (which contain the militia fleets) It only occurs very seldom but of course i´m working on stomping it out. Once the game is up and running no errors of any kind, i have tested all of that through.
I´m not going to take a stance here as i have not yet seen this tactic, so i don´t know how it works. But here are some numbers so you people arguing can support your points. These are actual damage done to ships (armor classes already included) before shield mitigation (if its shields) or armor (if its hull) come into play: 1 Scout does 1,5 damage (2 Supply) [antiheavy damage] 1 LRM does without upgrades 8,25 damage against capships (4 Supply) [antimedium damage] 1 Lig
12 seconds for either 400, 800 or 1200 shield points restored. Thats 33 66 or 99 damage per second (coming through to the shields) that you need for a single dunov that spams the ability to outshoot it. (about 4, 7 or 10 frigates to do that kind of damage without shield mitigation) Mititagtion will be at that amount of ships focus firing at least be at 50%, so you need at least 8, 14 or 20 frigates to counter the ability. Innate shield regeneration is 3 per second (and more as it levels
Ok, the Techtrees have been finished and are integrated into the new version of my mod. I have also finished the rebalancing of the units for now, all units should be now worth their cost and work very good against their intended target, normal against all others. Next big thing will be evaluating all abilities and adjusting units prices and build times for them. For anybody who likes to try the mod, go [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=168351#1373771
Ok, another day another update: This time we have quite a few and exciting new changes: -reworked techtrees, to allow for race specific techs and interesting ships to show up earlier. -tweaked the local milita and pirates a bit -COMPLETE reevaluation of ships costs and strength towards their supply limit (all ships costs and power has been changed to fit into the 'grand scheme') -Some special abilities have been changed/buffed: Hoshikos second ability now does m
Its no problem for me to make techs that let ships move faster either in gravwells or in phasespace. Just say where you want them and for what race and i will see to it that they get included in the next update of my mod so that they can be tested.
[quote] Before both races hat their jump inhibitors at tier 2, now its 1 for vasari and 3 for tec Say again? Both races currently have their PJIs at tech three -- do you mean you've changed it? [/quote] The game considers the lowest tech level (1 research station) as tier 0 [don´t ask me why] to keep it in canon with the files and so that other modders can understand the specifics i´ll stick to what
[quote] Jump inhibitor now on tier 3 What? [/quote] Before both races hat their jump inhibitors at tier 2, now its 1 for vasari and 3 for tec
At lvl 3 of shield negotion (that is all 3 techs at lvl 2 researched (30%negotion) One cap lvl 1 can outheal 10 vasari torpedofrigs (of course it takes hull damage, but killing it overall takes longer than without the techs) This with the 50% slower hull regeneration rate of ships in combat already included. The turning point seems to be at around 15 torpedo frigs focus firing on a single ship. (even then its bad, but it will die so fast, that the regen doesn´t really play into a
Thx for the feedback Schod. I will be experimenting how much i can put the phasegates down. Currently i have reduced the interphase (between phasejumps) speed of all vasari ships by 20%, making them overall slower than their tec companions (that way tec can retreat if outmatched; tec is still stronger with their full fleet, but a small group of vasari hunting can destroy a small tec fleet) This way they keep their response times in their own space lower and are more mobile as the gam
I am currently in the progress of reworking the researchtrees of the races to put out their differences better. [img]http://img236.imageshack.us/img236/1839/researchtreesxq3.jpg[/img] What i have currently done: TEC Military: Moved Increased bombing damage up a level Moved kodak ability up a level Changed the researchpath for missiletech Robotikcruiser now on tier 2 Jump inhibitor now on tier 3 Sabotage anitmatter ability now on tier 2 Siege Friagte ability move
Ok, here is an update for the mod, to further the balance and diversify the races a bit more. It is still quite a bit of a way, as i have not touched technologies, yet and barely made any changes to abilities. With the help of the game.constants file the different armor and weapon types now work as intendet, ships now do 25% more damage against their target armor type, regualr damage against all others and 75% against capships. Composite damage does normal damage against all targets.
Well, i don´t know how it works yet, i´ll try around twaeking that variable a bit and see how it plays out.
they should waver ... a lot!
I have noticed a thing about the colony capships colonize abilities: With increasing level, they should decrease the time you have to wait before using (working) and the amount of people starting on the planet 10;20;30 This does not work at the moment, as every planet starts with 10 as its maximum currently , so this bonus does not apply to the colony, making it quite unattractive to level up the ability!
I have finished my stroll through the files availiable and they´re really great! many many thanks to you! The Gameplay.constants is a modders wet dream! Nothing complicated or cryptic, everything easily adapatable and understandable. I really like how the files are structured overall. AWESOME! Can´t say it often enought AWESOME! AWESOME! AWESOME! Also some constants i would like to see In
[quote]2. Interesting enough, the AI did imploy a cluture attack about mid game (the first time I saw this in about 6 games I played). Maybe I was not paying attention, but my planet (one jump from my homeplanet) suddenly fliped. So here is my question: why do all of the orbital structures stay in your control, after the planet fliped to the enemy?? It's not logical at all. Also, when you flip a planet, you then have to send forces to remove all of the orbital structures as well. Any particular