thank you I will try it out hopefully I can do something with it
Heinz-Turptogn
and my version three mod should be compatiable with 1.16 of sins of solar empire
I was wondering if there was a way to code weapons to were they could miss ships
I was wondering on how to make weapons miss there target I would like to add to this to my mod its called space wars and I know most of you have never played it but I enjoy playing it and would like to make the weapons be able to miss on my mod so I was wondering were do I start to to do this
theres space wars which greatly changes the game lol but not to many people play it heres a link https://forums.sinsofasolarempire.com/330128
Thank you for the suggetion I like that Idea I will have to try it. [e digicons]:)[/e]
I guess my question is how would you go about giving fighters captial ship ablities of course the ablities would need to be new ones and not be near on the scale of the ones captial ships have anyway how would you go about doing this?
cool I realy wanted to try this mod out
does this mod work with 1.11 and answer to question above I don't realy know what a mindump is but I have notice after you get thour one or two three max that you won't get any more for awhile or untill you reload a game and you did disable the starwars mod?
I have heard that sins is a single thread game and this is seems the reason the game lags on big battles. So i have two questions, 1st is sins realy a single threaded game and 2nd how hard would it be to turn it into a multi threaded game?
well I have a new version of my mod out it is version 3 it mainly makes carriers expensive anyway tell me what you guys think of it
Well I am glad I read this post I will have to chage that in my mod I didn't notice that before its like that even in the normal game thou but I think it is kind of a bad I would change the damage on the plasma to 180 in front and zero on both sides I think that would be about right the plasma cannons on that ship realy look like there only desgined to shot forward there more like plasma slots or something anyway thank you for posting this
You can allways fight outside the gravity well and it is easy to modify the distance of the gravitywell and the distance outside of it the only problem I have had is on the mod I made the ships some times will go up on the z axis the real radius of the planet star etc. which seems to be unlimited but yeah its always been a option to fight outside the Gravity well the Gravity well is mainly there for jump distance and building placement
sorry I still don't have a list of changes I instead made my mod now work with 1.11 there are some changes and the download does not inclued the maps I made still have to remake the anyway I hope you enjoy
Ok I will make a list of changes but it will be awhile. It will take a while to get thourgh all the code to do. Maybe next week I will have a list. I guess in the mean time I can basicly say the big ships and base defences have some of the longest range. I think for example the cutting beams for the Kol were set at a range of about 6000 in the normal game and are now have a range of 50000 and missle weapons are about at 58000 to 98000 depending on ship anyway I
Well I draw great and love to draw spaceships I would be glad to help you infact I have two factions that I have come up with over last 8 years that I pretty much have fully developed but I know you want to base your factions off the TEC and the ADVENT anyway I can come up with spaceship desgins in about a few minutes you can e-mail me at [email protected] and I recently made a small mod called space wars I w
so exactly what do you want I could make it to were you would never run out of crystal metal and money I guess I should say I didn't quite get the word Finite anyway you can e-mail me at [email protected] and by the way I will do it for free
Space Wars This is a small mod I made for Sins of a Solar Empire that greatly changes the game.