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
Annatar11
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
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.
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.
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
Yarr, silly me forgot the extra layer of the shell doing the actual damage :P
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 :)
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. :)
Welcome :) Enjoy the game! Feel free to ask questions :)
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.
No limits :) You can download as many times as you want, whenever you want :) You'll just need your account details since that's where the purchase info is stored.
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. ;)
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.
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 :(
This says it all :) http://www.eonline.com/news/article/index.jsp?uuid=e3a5ce75-726f-4775-8c96-3b4fa989bfec
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
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.
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
[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 :(
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
[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
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
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
Wow, that's really weird. You got me, I can't even begin to guess what it might be :P
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.