Well, to Mahesh: We more or less already got a 'no' on the whole phase lane thing, and we also got a response on the F.O.V issue that amounted to something like 'probably not but I'll see what we can do.' Aside from that, wow, there seems to be a lot of demand for AI micromanagement controls... Not that I really find that surprising I guess, I would love to see this stuff as well. I find it incredible that it didn't just become an industry standard after HW:2, but w/e... Vanilla sin
Ditchdigger106
Awesome, added another round of updates. About the fighters/bombers thing that Cloud4 brought up: I'm hoping that if they just tie resource costs to abilities that this will be doable via a workaround. Glad to see that interest is still going strong... I think we're in for some exciting stuff here now that little ole 1.04 is out of the way, the devs can start expanding their efforts. I'm excited to see what's in store for us.
I am not 100% sure on this, but I think tags that reffer to buffs/abilities have to start with 'buff' or ability.' So instead of 'TestAbility.entity' it should be AbilityTestAbility.entity. I'm not sure on this one, but I think the game engine needs the file to start with 'Ability' in order to recognize the file as an ability.
Yeah, no. =( There is a converter floating about on the forums for 3DSMax though.
[quote]It is not impossible, or stupid to think that the elegance of nature may have come about by design.That's just as valid as saying "It's not impossible or stupid to think that the elegance of nature may have come about by giant exploding turtles." tbh. Molecules don't have intelligence, atoms don't have intelligence, the only intelligence that is assumed for is one that's a God.[/quote] The only intelligence assumed by whom, precisely? Just because a significant fraction of people
So... ZJB... Simple gameplay =/= simple game. Chess. Really simple gameplay. Anybody can learn to play in one day. But it's a bit complex, when you get competitive. Halo. Simple gameplay. Incredibly complex game. Interestingly enough, often times the complex deep games can become quickly marginalized, and the gameplay reduced to something incredibly simple. LRM spam anybody? Zergling rushes? So, again, go play DotA. Then come back and talk about it. I agree that you ca
They are weak because they are weak man. LRM units deal almost as much DpS/Supply against heavy armor, despite the serious damage penalty that anti-medium takes against very heavy targets. Anti-Very-Heavy doesn't even get a DpS bonus against very-heavy. It just has the distinction of being the only damage type that deals full damage to that armor type. And the flat out DpS/Supply of the bomber squadrons is F-ng pathetic, it really is the worst ratio of any combat oriented unit in the game. I swe
How many people discussing this thread as if you were knowledgeable have actually done serious study on the subject of evolutionary biology? And I don't mean armchair pop-culture tidbits that you've gleaned from CNN and the internet. I mean like actual, real learning, like taken courses in the subject, read some textbooks, that sort of thing. And amongst those of you that may have some actual room to talk about 'verifiable evidence,' how many of you have been involved in any kind of rea
Actually, bomber DpS/supply ratio vs target armour (in this case very heavy) is the worst DpS/supply ratio vs. target armour. of any combat unit in the game, by a fairly heavy margin. Using bombers at all is pretty much just not a good idea. You're more or less always better off building LRMs or more HCs. Bombers are occasionally cool for guerrilla hits on enemy infrastructure (since all orbital platforms are 'very-heavy' targets and the cruisers can just hang out on the edge of the grav well...
I think using strikecraft to counter a heavy-armor type target is just an inherently bad plan. Fighters and bombers were designed specifically to be ineffective against heavy armor, if you're resorting to waves of strikecraft to take down heavy armor type targets, something in the game balance is broken. We are also forgetting that these guardian have around 2300 shield. They are like a capital ship sized target, they take a long time to die vs. -anything- more or less a unit that was d
Huntingx, why in the name of all holy god are you so hostile? Do you really think it's necessary to verbally assault anyone who disagrees with you? Whether or not you're right, acting like a complete ***hole isn't going to make anybody want to listen to you. Take a chill spill and stick to addressing the points people make, instead of just instigating childish flame-war crap that will serve only to disguise the real content in the thread. Just not necessary man. Not even close to necessary. You
I think currently we are all just shooting for some word from the devs on whether or not AI is going to be touchable at all... Then we can go off of that. Although, I did notice that a fellow was talking about the 'statcounttype' tag, IE: statCountType "FrigateLight" Apparently tweaking this value can get the AI to treat the entity as something else, at least in terms of fleet composition. Not sure how it effects general strategery. Maybe that will help tide you over...
Bump
The patch did just come out a few days ago, but the devs have been very accommodating and provided us with version 1.04 files -before- the actual patch release, so everyone should be pretty well along with making everything 1.04 compatible. Can't speak to any of the mods out there right now, I haven't gotten around to D/Ling the patch yet (I'm exceptionally lazy), but I'd be willing to bet if they aren't 1.04 ready yet they will be in just a few days. Welcome to Sins! =)
Try checking out the advent ability lingering presence, the filename is AbilitySpyingAttacks.entity, I believe. This is a good example of 'passive persistent execute on death.'
Alright, there's the first round of updates. I consolidated a lot of stuff, I think some of these concerns can probably be solved all tricky like if we just get some other stuff unlocked. Keep them coming guys, this is some good stuff. Also, about the AI player modification, yes, the current AI is amazingly flexible, but if you wish to introduce new game mechanics, it gets really fuzzy really fast. For example, in my mod I have a 'supply' system set up, so that units cannot con
<3's
Do what I can to help! *bump*
Reserved for future editing
Reserved for future editing
So, after a great deal of tinkering about with various things, I've noticed a few seemingly small small things that could make a very large difference to the modding community. I am not a genius, nor am I omniscient, so I assume other modders out there have also noticed things that I have not that they would like to see implemented. I've decided to try to make an ongoing list of very basic, simple changes that the mod community would like to see, so that any devs out there wh
Blair I seriously want to cry right now. You are so awesome.
numOwnerships 0 If the target filter sets numOwnerships to 0, then it has nobody to cast on, and will not cast. It works for AoE abilities on asteroid belts/nebulae because it's not an autocast ability, it's just a persistently applied effect, so there are no AI instructions to confuse the issue. But... I assume you don't want it to autocast on friendly targets. So, set numOwnerships 1 and then ownership "Enemy", and change the buff that the ability sets off to an AoE damage s
If you use the deliverance engines to support an expanding fleet that is setting up culture centers in its' wake... It gets real nasty. Maxed advent culture is more powerful then any other races culture, if they aren't suppressing with cap ships then a deliverance engine + friendly culture centers is going to dominate. Also, hit/run tactics with bombers to beat down the enemy culture stations on your borders helps the process along a great deal. About 10-15 squadrons can smoke a broadca
How can you mention their culture being crap and the economy being bad in the same breath? I mean, do you understand what culture does? Do you just not think that a 10-20-more% boost to the crystal/metal and credit income on every planet in your system is useful? Not to mention the maximum allegance boost, which is granted, tier absurd, but it has no pre-req. The thing about reducing your income penalty by 10% is that you are actually boosting your resulting income from that planet by m