thecaptain_ps

thecaptain_ps

Joined Member # 3078553
4 Posts 44 Replies 227 Reputation

If the Ogrev's torpedos were an ability instead of a weapon, they wouldn't use the gigantic missiles on ships. I do end up wondering why the torps are far larger than the anti-planet nukes, and larger than many frigates, have a massive explosion, yet are useless against ships. It would be cool if the torpedoes were fired sova-carrier-missile-battery style, so once fired they could be shot down, to compensate for their long range and huge size. They could also be treated as 'sq

52 Replies 109,570 Views

It's correct that performance degradation removes the incentive for focus firing. This is why I implemented a critical hit system in my own mod that can temporarily degrade performance when hull damage is taken. Imho it improves gameplay. You could also write a system that degrades performance when a ship has received damage, but I'm not sure if you can restore it again as the ship is repaired (unless the finish condition damage received takes negative numbers for damage...)

27 Replies 18,527 Views

i tried the same solution, Dari (negative slot count). The only problem is negative slots ignore the game's hard cap... so you effectively have unlimited ships... not good if you're trying to limit the game for performance reasons...

4 Replies 4,414 Views

As far as I know, it depends on having the entity type 'fighter' -> IE, it's a movement type hardcoded depending on the entity type. I remember the devs back in a beta thread saying they didn't think the effect would work that well... I think strikecraft actually clip through all other ships. If all ships moved like strikecraft, they might have trouble with pathing if they weren't able to clip. That said, I do wish there were a lot more movement in combat.

2 Replies 4,350 Views

[quote]one thing you could do, if u could figure out how to. would be to make it so ships inertia actually effects how they fight in a battle. i just dont find it believeable that battleship stops as fast as it does, or any other ship for that matter.[/quote] Hood, you can do this by making each ship's deceleration values equal to its acceleration. Right now they accelerate at about 100 whatsits per second and decelerate at 500. Equalize it and it feels more natural...

25 Replies 15,293 Views

[A concept I was musing over after reading in the star wars thread that they were experimenting with stars and planets in the same gravwell] What if each gravwell had a star in the center instead of a planet, and was itself ringed by small planets and other celestial bodies? What if each ship were too small to be represented by a 3d model, and only had its icon shown? (except maybe for *extreme* zoom...) What if each ship's movement were governed more by newtonian physics an

3 Replies 4,146 Views

[quote] I have had the strange urge to write up a game design spec for MySins, a mash-up of bizarre concepts. Ships floating around with green diamonds over their bridges, looking for other ships to build relationships with and bridging the unholy gaps of trust between worlds.[/quote] Something about trying to keep your capital ship crews 'happy' by meeting all of their needs strikes me as endlessly amusing. "The TDN Acheron is experiencing antimatter deprivation!" Actuall

40 Replies 48,048 Views

[quote]My general thought on that idea is: "I always dig realism mods, realism is always a Pro. But, game mechanics don't allow 'critical shots', because I think it's only "shot is fired > shot hits/misses, repeat".[/quote] Actually, the game is more like: shot hits, shot damage is reduced by armor/mitigation/armor vs. damage type/repeat. There isn't any missing by default (except against fighters, or in asteroid belts, etc). I did add a critical hit system in my own mod which

25 Replies 15,293 Views

I would also like to see the reference files early, or at least released at the same time as the patch. The most time consuming part is using a merge program (like tortoisemerge) and merging all the changed files line by line. It would be great if in the reference data folder there was a new folder of 'changed files' to make the merge process easier.

41 Replies 27,594 Views

Thanks for the comments SoL. There are actually no kodiaks/lrm in the mod, though you're correct in that both utility classes are removed as well. In this mod I have attempted to balance most classes against the rest, so that no fleet composed of only one unit type will win. Whether you try to mass frigates, cruisers, or even Kol's you seem to lose against a balanced force. I'd like for you to try the mod when it's out to see if it does still have problems with massing. My goal

17 Replies 12,344 Views

Update 2: Critical system has been tweaked and now works fairly well. Ships that take lots of hull damage tend to lose engines, weapons, or hull strength (damage taken per sec as hull is on fire), as they have a chance to have a critical hit every 50 damage taken. Capital ships get damaged for 90 seconds, cruisers for 60, frigates for 30. Weapons which punch through capital ship shields (and do anti-heavy damage) can cripple a prized capital ship. As was suggested in another t

17 Replies 12,344 Views

Solaron, you can find details about how I implemented my critical system in this combat strategy thread: https://forums.sinsofasolarempire.com/305414 (it depends on damage received rather than outgoing shots, thus taking into account weapon vs. armor types; more damaging weapons are more likely to cause criticals) (In addition I also removed hero capital ships and placed them up the tech tree as normal researchable ships, without leveling/xp/etc) (ot: re: shield balance: I removed shiel

121 Replies 108,867 Views

[quote]Can a ship be undamaged/lightly damaged to have a chance to loose a critical system?[/quote] Yes. Only hull damage triggers critical hits. Not all ships have shields, and some ships have weapons which punch through shields automatically (like TEC beam cannons). Ships have a small chance to lose a critical system every time they take about 50 damage: I think it's 25% for frigates, 15% for cruisers, and 5% for capital ships. Critical damage is not permanent: as is, frigates lose systems

51 Replies 24,132 Views

My main problem with the combat is that the ships are all boring: To win you build lots of the main damage dealing ships with some spellcasters to buff them -> yawn. I was fed up with the combat balance & complete simplicity of the combat overall, so in my own mod I added a critical hit system (damaged ships have a chance to lose engines, weapons, abilities, or hull strength). Along with removed shield mitigation, a simplified damage/armor system, and more decisive combat, this

51 Replies 24,132 Views

Windler -> download the tools on the official website and read the editing guide PDF.

1,324 Replies 1,498,866 Views

I'm not sure if you can add shields as an ability if a unit does not already have them.. but I would definitely suggest adding the shielding as an ability. You might consider basing them off of the Kol battleship's adaptive shields, but either always on or similarly toggleable. It adds a shield mesh and decreases the effectiveness of incoming fire. You will likely have to play around with abilities to make sure ships don't have more than three... but you could also add the abil

6 Replies 5,184 Views

As I mentioned in another thread... one way to change the game's focus on encouraging focus fire might be to remove mitigation and replace it with a critical hit system. I finished that for my own mod and it makes capital ships feel quite substantial. (hit the shields, they're fine, hit the hull, they might have a critical problem). Without mitigation, and with powerful capital ships, they can definitely hurt other ships seriously, but can still be overwhelmed by superior numbers... the

121 Replies 108,867 Views

A great way to understand and manipulate balance is to first completely destroy it and see what happens... Sometimes it's even quite fun! I always enjoy poking around in games and wrecking everything to see why the games work the way they do and why the devs made certain decisions.. kudos to Overthrow. :) Why doesn't the mod like 1.03 AI? Just curious. :)

7 Replies 7,661 Views

Update: -Tentative mod name: "No Heroes" -Mod description: Removes capital ships as heroes (with abilities/xp/levels) and adds them into the higher end of the tech tree as conventional ships. All ships reinvented with new roles and abilities, most are multi role and better suited for combat. Ship list pared down to 4 frigates, 2 cruisers, 4 capitals. Combat balance simplified, streamlined, and made more decisive. -All TEC ships are in except for the planetary invasion transport

17 Replies 12,344 Views

In homeworld, you could hold down control, and box select a group of enemy units. The units you had selected would then automatically attack priority targets within that selection (different targets for each ship type). I wish we had that in sins :-/.

5 Replies 18,404 Views

I'm glad they put out a time limited demo instead of taking out units/tech etc. One of my favorite game demos was the original Grand Theft Auto I demo back in 1997 (?ish). The game was limited to a mind numbing 5 minutes, but you had one of the full cities from the original game. I was able to play many different areas of the game (missions, just running around, etc) within each five minute session, but what made me want to buy the game was that I couldn't complete them *all* within the

72 Replies 81,176 Views

It's Capital Ability damage, as far as I know. I wish there were a way to give it a damage type, but I don't know if that works..

5 Replies 3,645 Views

1) You need to give the unit a passive ability (like AbilityIncendiaryShells) that fires a 'buff' every time the weapon is fired. 2) You need a buff placed on the target that spawns damage to targets in range (like BuffClusterWarheadsSpawnDamage) 3) You need a buff called by the spawn damage buff that actually hurts the individual ships by doing damage (Like BuffClusterWarheadsDoDamage) I gave this ability to my improved krosov frigates, who have nuclear missiles that

5 Replies 3,645 Views

You can find the shield mitigation data in each player file: TEC: shieldData shieldAbsorbGrowthPerDamage 0.005 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.0 shieldColor ffFFC705 So, you might make shieldAbsorbGrowthPerDamage 0.001, and mitigation would take 5 times longer to kick in... Sadly I doubt you can differentiate between different units.. each point causes an increase in mitigation whatever the unit.

41 Replies 20,751 Views