Vinz75

Vinz75

Joined Member # 3042609
7 Posts 28 Replies 8,520 Reputation

Hello, I use the entrenchment 1.02 reference files. I copied the ability "deployCombatPlatform" from the TEC Carrier under a different name. For now I did not change anything in the content of the file. When I give theis ability to the TEC siege frigate I got a minidump. If I give the siege frigate the original deployCombatPlatform it works (I also added antimater and regeneration) As far as I can see the deployCombatPlatform ability doesn't refer to any buff file... s

3 Replies 5,353 Views

Hello, I'm currently modding sins v1.95 and I'm strugling to get the magnetize power to affect all strikecrafts (enemy and allied) Currently it only affects enemy strikecrafts Here's a part of the buff file: overTimeAction buffOverTimeActionType "Magnetize" targetFilter numOwnerships 1 ownership " Enemy " numObjects 1 object "Fighter" numConstraints 0 &nb

4 Replies 4,465 Views

I have already tried (v1.05) to change the role factor without any difference in game. I can give it a second try to see if it reacts better under 1.095... plus I have to make sure the IA and pirates still uses them for planet bombing... It's sad Ironclad did not give them the same behaviour as capitas ships... Thanks for the head up Stress :)

4 Replies 5,143 Views

Hello again, Although, no on responded maybe someone may be interested in an inelegant but effective solution. On the siege frigate entity file I've set their default attack range from "gravity well" to "Local area" (except for pirates) The result is siege frigate not heading directly to the planet and instead shooting ships in the vincinity, if there is none they just stop on the border of the gravity well. With this setup when sending a fleet c

4 Replies 5,143 Views

Hello, I'm trying to put together a mod for future 1.1, but I have problems with siege frigates behaviour. When a siege frigate enter a gravity well it runs straight to the planet to bomb it, regardless of any other parameter. If you bring some of them with a fleet to attack an ennemy planet, you probably won't have any of them left when the defenses are beaten and you trully need them. Why don't they have the same attack rules as capships ?

4 Replies 5,143 Views

Yes it would be cool to have 1.09 txt data files... 1.09 is awesome and I would be glad to see if I can make it even better :)

4 Replies 2,597 Views

Hey great works !!! It reminds me of the really cool design of human ships in conquest frontier wars they were sort of WWII like. It would be cool to have a version of your mod, to replace original models, without changing the size. Very nic I look forward to the battleship, cruisers etc...

38 Replies 72,814 Views

Hello, I'm trying to create a mod and I would like to have more than 1 carrier type per race. I tried to edit a light frigate to make a carrier out of it (remove weapon and add squadrons informations). I ended up with an error message telling me something is missing in the light frigate mesh. I heard that there's a fighter bay on carrier meshes. Is it possible to turn a frigate into a carrier without editing the meshes ? And secondary question: what frigate/cruiser mes

8 Replies 8,191 Views

To learn the game I launched a few medium size maps with one AI easy in my team and another in the ennemy team (2vs1), I locked teams and deactivated pirates. That way, I lived long enough to learn the game and studied the AI behaviour on my ally at the same time. After a few games I noticed I was better than the AI and ready to go on my own :)

42 Replies 63,683 Views

Hi great idea, I wrote it in another thread, but a way to modify target priority for each entity type (tell siege frig to go after ship and buidings before the planet) In one word more control on how Ai uses units / buildings

33 Replies 24,338 Views

@theRetroboy I agree with you that a human player can still assign the target manually. but in my mind only vs ships and building capabilities would be buffed, not planetary damage. And since the siege ship cost would still be pretty high, a planet bombing rush would not be more cost efficient than traditionnal fleet attack. That tweak would also solve Ai's siege rush in a better way than rendering siege frig useless. You made a good point regarding targetting values of ship

119 Replies 163,158 Views

Thanks Ironclad, this patch sounds good to me. Still I'm concerned about Siege frigates being useless, and I think I've found a way to bring them back into the game: change their default target order When deploying a siege frig in a system with enemy planet, they'll go straight after the planet ignoring ships and defense buildings. with this behaviour there's two solution: a) siege frigate are usefull and there will be bombing raids (a tactic witch annoys new players an

119 Replies 163,158 Views

If the website is located in China it is under chinese law and stardock will have hard time suing them. On the other hand having an illegal DVD grant you a 1.0 game, no patch because you need a valid stardock account. People who downloaded the game may end up buying it to get the updates... That's what I did: before the demo was out, I downloaded Sins, played a game and since I enjoyed it, I bought the game.

6 Replies 538 Views