[quote]This was the way it was in beta. It was changed, I suppose, to let small-# planet players with a good economy compete with larger ones.[/quote] well, as it is know the strongest player planet-wise, is the weakest player considering defense, because he has the smallest number of ships per planet availible to defend. I think it should be a base number + an amount per planet. Something like on the highest cap ship research level: 10 + 1(per planet), or something. As weaker players a
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My biggest wish would be: a game option that makes the fleet size and number of capital ships based on the number of planets under your control, fleet research would then be like a multiplier that defines how many ships you would get per planet. I heard that the beta had that feature for some time. I also know that some people don't like that, that's why it could be a starting option. For ship ai: give the ships a priority list on what to attack, so that fleeing ships are ignored while
hm i had hoped to see an option, where the ship slots are based on the number of planets you control... i saw in the forums that some people strictly don't want it, while others (like me) think that the number of planets under your control should influence the fleet size. So the best solution to satisfy everyone would probably be a switch to decide if it's an absolute number of shipslots or dynamic based on planets. Is there any chance to see this in an update sooner or later? I just ask, be
ok, so it's just that the fleet logistics research descriptions don't adapt to the game settings, but show always the values for normal.
Same here, fleet size starting option has no effect.
yeah, that is the problem with the .entity files, at first i thought it's like python and the contents are being parsed by tab stops. But what i have concluded for now, they are just storage or configuration files where you can modify values. Even more strange is, that changing the "variable name" in front of the number does in fact change something, so i'm a little helpless here, what the concept behind the .entity files really may be.
well what you said is not the whole thing. windows offers directx, which is an extremly well made and fast interface for developing computer games. Opengl seems to be in hibernation somehow... So the truth is, microsoft is the only company out there, that puts money into offering game developing companies an up to date platform, for creating their games. So it's not "games for mac" or anything, it's just that "games for windows" is the only thing really being developed right now.
Unfortunaetly compiled maya plugins work only in the version they are compiled for. So if the plugin has a .mll file, it will not work in 8.0. But what you can always do is, export your model as .obj or .fbx from maya and import it in xsi, where you can export it to the desired format.
like a have written in another thread that is what makes me wonder how sins should be modded. ususally i would say i add this to planetupgraddef: > path:factoryModules stageCount 1 stage price credits 0.000000 metal 0.000000 crystal 0.000000 upgradeTime 0.000000 maxModuleSlotCount:Factory 1.000000 maxModuleConstructorCount 1 > and change these 2 lines in PLANETMODULE_PHASEORBITALFRIGATEFACTORY.entity : <br/
ok i exactly tried "floatBonus:..." but: if you look at the planetbonus files, you will see, that all files have exactly the same content, only the values are different, which makes it highly likely, that the parameters of the planet bonuses are fixed and only their values can change. So of course you can make new planetbonuses, but they are limited to a variation of what is already availible and not of something new which wasn't thought of by the game developers. I also don't see h
nah, this is not predicting the end of the world, it was more like telling what i have found out so far and asking if anyone maybe was able to not only change values :) Of course i'm also a little disappointed that nothing i tried to do worked and it looked a lot like a limitation in the game.
hi, i looked at a lot of the files in gameinfo to see if i can change a few things which i don't like about sins. Main thing is, i want to make the max ship count depending on the number of planets you own, but i'm starting to wonder if this is possible at all.... First question is what the .entity files really contain. From what i have tested, they just seem to hold values which are passed to ingame functions, which means you can change these values, but the parameters themselves a
hi, i got the game recently and really like it, but i encountered a few things which would make it a lot better in my opinion. 1. the unit cap. i think a fixed unit cap is not a good thing for a game like this. It should be dependant on the number of planets you control, because as it currently is, your empire becomes weaker by every planet you conquer. i think the unit cap should be (a base number + (x per planet)). for example cap ships: 10 + (1 for each planet you control).<