Anyone who is not excited about this game has not played DotA. Go buy WC3, and try to find a game of DotA on Bnet, and you'll see the enormous potential of this game-play concept. If you're not a DotA fan, then you probably won't like this game either.
Ditchdigger106
Wait, targetable systems was considered and dismissed? /sadface Is this supportable in engine through some sor tof legacy code? I really, really, really doubt it would be but that would be so amazing... If you devs uh, wanted to let us modders tweak around with that... I think less is more with this concept. Engine overload would be pretty sweet, some AoE effects when ships explode might be nice... But the more types of things you have happening the more chaotic and crappy ever
So, I found a great poost on the softimage forums... The last post on this thread gives you some simple instructions on how to convert sketchup models into a format that you can import to xsi mod tool. I hope you guys find this as helpful as I have! http://community.softimage.com/showthread.php?p=2485
I can't even begin to imagine the irony of Africa uniting while the rest of the world is tied up dragging each other down... But that would be pretty sweet.
Another interesting mechanic might be to use a malice style damage spreader... Instead of spreading damage, you could spread HoT effects, so full HP units that still had the buff would add a slight amount of HP/sec to injured ships with the same buff that are in range. This could represent clouds of 'finished' nanites migrating to a new ship. Make the buff a targeted AoE with a max of 4-5 targets, and you have yourself an interesting new mechanic and a HoT effect that scales upward with fleet si
Half-life 2? I know you guys aren't necessarily thinking about this sort of thing, but it's a great example of people paying money to continue playing the same game. In this case, Valve hooked people with an incredibly compelling story line and offered popular multiplayer alternatives, in the form of the orange box. But episode one sold really well too, and that had nowhere near as much 'stuffing.' But I think it's a -great- idea. I know that I personally would be willing to pay $10
Unit movement seems to be hard-coded into their entity type... Sorry man =( You might try just making the models bigger, thereby reducing the space between them? If the pathfinding AI is telling them to fly in formation by using concrete values based upon distance from center of object geometry, then simply scaling up the size of the game might work. This would be a ton of grunt work, but most of it would be pretty self explanatory. Anyway, that's all I got. Good luck man.
So, near as I can tell, the general consensus on the forums seems to be that the advent love me beam is far less useful than the other races superweapons. But, it seems that most comparisons are done only as a 'how long does it take me to total a planet' comparison. I believe that the power of the deliverance engine lies not in its' ability to flip enemy planets, but in its' ability to devestate enemy economy. Furthermore, I think that you would see better results from these cannons if in
So, an interesting point of fact... That vasaari overseer unit that everyone hates... Has a direct hull-point heal that is in fact spammable, so multiple overseers= greater healing power. Fuel for the fire...
I feel like a dick, since you're obviously a very intelligent and articulate individual, but: [quote]... since I expect to begin studying a subject teached entirely in English. So if you've noticed any grammatical mistakes (or countless, I'm sure), please tell me. [/quote] "Teached" is one of those dirty exception to the rule things, this word does not actually exist. The appropriate verb is "taught." Good luck in your class, and thanks for lending your brain to the thread!
So I know this question has been asked before, but I have yet to find an answer in the forums, despite a great deal of searching... Has anyone out there had any succes with converting the vanilla sins mesh files into a format that XSI mod tool can actually read? I know not everybody out there is using 3dsmax, and it would be really great for the community to be able to access these files in a convinient, easy to use, freely downloadable program.
The current 'icon-less' abilities in the game work by referencing a blank icon. They still take up a slot on the UI, even though you don't see it. The game code requires a UI slot to be used to field an ability. Currently the stuff that tells the game engine how many slots it has at it's disposal is hard-coded. Check out the scout abilities, like immune to phase jump degradation and the Advent scout lingering presence ability (It's called 'spying attacks' in the entity files). You'll se
Making the planet uninhabitable is as simple as copying the novalith cannon / imp. TEC siege frigate debuff, and simply setting the number of end conditions to 0. I'm not sure if you can set visual effects to loop, which would be the only way to permanently change the appearance of the planet. There is no support for changing the texture, but if you could figure out how to make the bombardment effect loop, you could envelop the planet in a permanent cloud of swirly flame, and that might be real
Um, yeah... Except, it is a counter. Equal supply of carrier cruisers w/ fighters will win out vs. LRMs... That is to say, if the LRMs are not flak assisted. If they are, and they probably will be, then you have a problem. But that really doesn't have much to do with the carriers being a counter to LRMs, that has to do with flaks being a counter to strikecraft.
Well, I'd like to say a few things. 1) When comparing the DpS/supply ratio of various strikecraft groups against target armor type, I realized that bombers are pretty much the most atrociously useless unit in the entire game. Thank you for making this post, and prompting me to really analyze the situation instead of just relying on fuzzy, inconclusive field tests. 2) If you made any strikecraft good against medium armor, you would make carrier cruisers good at destroying their
[quote]Don't forget that the carrier units like the drone host are awful, even with slower LRM's I think that the carriers will require insane micro to stay out of range. It is easy to cut them off in the small combat area around planets. Once cut off they are killed very fast. And the light frig will be able to still chase them down and kill them off in mass. Compounding the problems with the DPS of strikecraft for the cost is that their host are terrible.[/quote] I think that the
1) Flaks are so effective against strikecraft because unlike every other counter, they don't kill the damage dealer, they just counter it's ability to do damage. Hence, economically, the carrier wielding player is still at the same spot he was in before his strikecraft got iced. Two flak frigates is equal to the supply cost of one carrier, and therefore should be able to neutralize the damage output of a carrier in fairly short order. 2) Beefing the survivability of bombers will not hel
OK, the defense frigate nerfing was obviously done to make the anti-strikecraft frigates into anti-strike craft frigates, instead of anti-LRM+Anti-strikecraft frigates. When they decreased flak frigate effectiveness against LRMs, they conversely made it so that fighters were a better chose to counter them. This would lead to an increase in people using fighters. So, flak frigates both had to be amde less useful against LRMs, and more useful against strikecraft at the same time in order to mainta
So, the vasari Overseer, which everyone seems to think is useless... This is the only unit in the entire game that has a direct hull point heal. It has a cooldown of 2 seconds and repairs 250 hull. That's 125 dps mitigated per second with just one overseer. Keep in mind this is DpS that is hitting the most heavily armored race in the game. This is healing the hull that is getting depleted after the incoming fire has overcome 50% shield mitigation and the additional 30% or whatever that
Dude. Lets say you want an ice planet in another system. even three asteroids gives you 1.2 crystal per sec... But instead you get 35% of that, assuming you built a culter center. To keep the planet from draining your resources, you have to spend at least 225 crystal upgrading your planet, plus another 150 crystal for a culture center... 375 crystal to get a max gain of .4 crystal per sec... Not counting the other resources you just spent. The thing would take -hours- to pay for itself.
I might be able to work with that. Thanks for the tip! =) I'll keep you posted.
Flat earth?
So I'm almost undoubtedly sure that the answer to this question is going ot be no, but: Is it possible to affect the maximum alleigance of a planet by any method other than proximity to your home planet? I would really like a way to set up like regional governerships or something, I feel like vanilla sins punishes you for trying to colonize other star systems... 35% resource/tax income is a pretty ridiculous penalty if you ask me. Makes it almost completely pointless to habitate any syste
"Are there any basic graphical (mostly to ship) tutorials so i can move around some guns and such?" If you have 3Ds max, there is a conversion utility floating about on this forum that lets you change .mesh files to a viewable, edit-able file-type. I know very little about modeling though, someone else will have to carry that torch and show you the ropes. "How would i go about adding new abilities to ships that have none or creating new abilities/buffs?" Ok, this is a
Yeah, your only limiting factor here is that annoying '4 abilities per ship' hard cap. I really, really hope they change that system to allow skill 'tree' options. Like the way building frigates/structures works now, click on one button get access to several abilities... Having the way the fully mod-able graphical UI is set up determine how unit abilities are implemented seems really silly to me....