Annatar11

Annatar11

Joined Member # 2632777
66 Posts 11,640 Replies 28,704 Reputation

Exp is split evenly between capitals regardless of how much damage each one inflicted. It's actually awarded across the gravity well, so a capital isn't even required to damage any ship to get xp for it. Your first point is true. Giving a move order cancels a previous attack order, though ships will still take shots at targets of opportunity if they are able, while obeying your move order. For example, telling your capital to move past a bunch of enemy ships will cause it to use its por

8 Replies 16,678 Views

Well, true, you could have several buffs attached to an ability, within limits. the point I was trying to make is that you can't bypass the need to have an "ability" attached to a ship. So, for example, there wouldn't be any way to add what you want to a capital ship without either removing one of its existing abilities, or in a few cases added to their existing ones. [quote]I'm not 100% sure about adding the Passive bit to a Buff, but you could edit the Abilities already present, and a

14 Replies 10,564 Views

I don't know, but to make back the time it takes the silly thing to fly there, you can just click on the planet and build through its interface, since you don't need to select the construction ships ;) You could also turn off extractor auto-placement in the options if you want.

8 Replies 16,678 Views

This is not possible, you have to keep the same structure. Entities have up to their 4 "abilities". The ability files always define requirements, targetting data, strings, etc, and call the buff file for the actual ability effect. There's no way to bypass the ability file entirely and apply the buff directly, since it's the ability itself that calls the buff. You can make passive abilities, but they would have to occupy the ability slots.

14 Replies 10,564 Views

The most effective way to "force" players to use wormholes over existing star connections would have to be a mod, unfortunately. Right now ships have a 24x multiplier for star travel speeds since stars are very far apart. You could set it to 1x and that one minute trip would turn into 24 :P

12 Replies 26,732 Views

I haven't forgotten, however we've been told that pretty much no code from the early betas is present in the release.. it might be possible with the new tools we'll get, but right now there's no way to unlink them because they aren't linked in any file/area that we have access to :)

12 Replies 26,732 Views

The leader is always the "primary" selection - denoted by the bright selection box (the others will be dimmer, so you can easily tell what the primary selection is). To change it, just tab through the selection until it settles on the ship you want, then hit create fleet. :)

8 Replies 16,678 Views

It's not true, you just need to discover one end of the wormhole. However, stars don't have phase lane connections to add/remove, it's done automatically and can't be changed.

12 Replies 26,732 Views

I think the shortcut to toggle it is K. It's also the button right above map ping, if you have it enabled you'll have a lit up infinity sign, dark if it's disabled. ;)

3 Replies 1,270 Views

All stars are linked automatically by the game engine, there's nothing that specifically defines a connection, as far as anyone's been able to tell, so we can't disconnect stars from each other.

12 Replies 26,732 Views

The actual shot is an ability, not inherent to the building itself. Check the PLANETMODULE_ORBITALCANNONTECH (I think that's what it's called)entity file and it will list the warhead shot ability. Then you can open Buff .entity file which is where the damage will be defined :) I'm not at home at the moment so I can't actually walk you through the exact file names, unfortunately :(

13 Replies 6,830 Views

Oh fine, I'll throw in my vote for. The majority of the vocal folks that disapprove of the patch do so on the basis of MP balance issues and their effects on styles of play. Ultimately, this really doesn't come into play in SP as there's no "abuse" of the black market (as Xtanto pointed out) and you're not spammed with LRFs. 1.03 is well worth it on the grounds of AI improvements alone - while we've all seen posts that suggest otherwise (without offering much proof, and from wh

14 Replies 31,927 Views

That's pretty strange, I've never seen this and yours is the first post I've read on the issue. I don't really know what it could be. I suppose you could watch the two replays (one that leads up to the save/quit, and the other that picks up on load) and see if you can figure out what's going on. I say if it happens again, send the save file to [email protected] and describe what happens so they can investigate, because it might be some strange AI quirk.

17 Replies 7,533 Views

Each race has a colony frigate that can be built right at the start from the frigate shipyard, which you can use to colonize asteroids, terran, and desert planets right away. Ice and Volcanics need additional research before you can colonize them. Additionally, each race has a capital ship capable of colonizing (Akkan for TEC, Jarassul Evacuator for Vasari, Progenitor Mothership for Advent). Each planet, when colonized, produces its own construction frigates that get to build all the st

2 Replies 2,893 Views

[quote]If you're looking to attack a group of the same ship type, you can simply turn on icon stacking and target the stacks via the empire tree.[/quote] Actually kryo, I pointed out a long long time ago that doesn't work :P Unless it was stealthily changed, clicking a stack just picks one unit from that stack, and then the default AI takes over :P It used to work that way back in Beta 4 and prior days, but somewhere between that and release it seems to have gotten lost :(

19 Replies 11,220 Views

Luke, the infocards for the ships already say what other ship types they're good against. For example, showing the infocard for a fighter squadron will tell you they're good against long range frigates, siege frigates :P

75 Replies 88,107 Views

[quote]This may already exist, but I havent seen it yet: A quick jump key. When you hear "something is under attack" I usually hit space and jump to the action immediately in most RTS's. A similar feature would be nice. (Again, if it does exist, please let me know cause I havent found it yet). [/quote] Since there are so many different events in Sins, notifications are split into 4 categories of event cards that you notice on the bottom left. You can actually click on them and then

35 Replies 52,990 Views

I thought that, but he's got PlayerXin.entity working fine, and mentioned 3 other files that work. My first thought was that some combination there is restricted by the game for internal use, but I don't see how that's possible since the file name shouldn't be parsed at all.. but in any case :P

10 Replies 4,878 Views

Anyone got 6 more arms and 3 heads (preferrably with decently smart brains still inside) for sale cheap? Maybe then I'll be able to do everything I'd like to do with this game :P

9 Replies 7,102 Views

Try it without the mesh change, just a straight copy/paste into an empty frigate factory slot, see if it still crashes. If it doesn't, try changing basic stats or something. If it still doesn't, it's gotta be something in the mesh file.

10 Replies 4,878 Views