Saikou Xl

Saikou Xl

Joined Member # 3100099
4 Posts 52 Replies 112 Reputation

I remember playing my first 102 planet map against 1 AI, before I knew it (forgot to turn RA off) my fleet had hit max cap. I had something like 90 carriers. So. Many. Strike. Craft. It's more of a novelty ability, when it's used like it should be (i.e. late game). However, if you let a Vasari player turtle until he can make a couple gates then well... that's your own fault I guess. I wouldn't say RA is unbalanced, however, the Nano-Disassembler thing on the Evacuator is border

144 Replies 50,497 Views

There's actually like 5 files that apply to the Novalith. PLANETMODULE_TECHORBITALCANNON.entity AbilityTechOrbitalCannon.entity BuffTechOrbitalCannon.entity (This is where damage USUALLY is.) CannonShellTech.entity BuffCannonShellTech.entity (This is where it actually is.) Line 13.

13 Replies 6,772 Views

Perhaps with the full modding tools that will be released later on we'll be able to modify more of the game. There is a good and bad side to not being able to have more than 5 capital ships - the good being it's less work to not have to render 10 different styles an textures per race... while on the other hand diversity is good. We'll just have to wait and see. :)

3 Replies 4,206 Views

Lmao, I was bored waiting on my lunch to get done and I decided to see how time consuming it would be to throw up a simple 'Mod Maker' using PHP. After 5 minutes I can change the Max Hull, Max Shield and Base Squadrons for the Kortul Devastator and have my script render a new .entity file. Just goes to show how easy it is to make the simple modifications for this game, and that's just awesome. I think I found my new project for when I get the site up and running... A ship stat modifier

9 Replies 6,872 Views

Then it probably has something to do with the word 'Xin', lol. Try testing it out with other entity files if you find the time to do so, it's quite puzzling.

10 Replies 4,820 Views

That'd be pretty hot SpacePony, right now I was looking into getting one of the 15TB bandwidth plans so there'll be no problems with people downloading mods and such. Just can't find any companies I like. That and I don't feel like paying for a full year up-front. 8) Although, 15TB/mo might be going overboard, lol. What do you think? Also - do you have a site I can check into your plans if I need a more permanent solution?

9 Replies 6,872 Views

It's probably too late into the production of the mod for this to matter, but I figured I'd comment anyways. The Alterans (aka The Ancients / Atlantians) were more of a peaceful race than a kick-ass military race. If you were trying to balance a race off of them, I would suggest improving civil and culture advantages the most. While the Alterans no doubt had powerful weaponry and technology, they didn't use it without cause. To avoid having to add new weapon types, might I sugg

49 Replies 52,044 Views

Phase Jump Inhibitor: Boosted increase from 700% to 750%, increased range from 31,500 to 50,000. It should cover most gravity wells now. o.O (TEC) Gauss Defense Platform: Damage increased from 120/7.5 to 240/7.5, range 6700 to 13400. (Vasari) Missle Defense: Damage increased from 150/7.5 to 300/7.5, range from 7500 to 15000. (Advent) Orbital Beam Defense: Damage increased from 180/7.5 to 360/7.5, range from 7500 to 15000. Files changed: BuffHyperspaceDisruptionTarget.en

5 Replies 5,955 Views

The simple answer is, yes you can. However, the Capital Ship Factory only supports five ships. So if you add another type of Sova (with a different name and entity file of course, two with the same setup wouldn't have different abilities), it either won't show up or knock another ship off the build screen.

3 Replies 4,206 Views

Haha, yeah I use GoDaddy for domain services only. I haven't had any problems with them in the 6 years I've used them. :P Edit: Yep, that's my point Uzii! Once my buddy gets his hosting stuff worked out, it'll be up. Hopefully that'll be today, if he doesn't get it fixed I may have to go host hunting, and man I hate that.. lol.

9 Replies 6,872 Views

I just purchased a domain for a new fan-owned modding community, once my usual host sorts out a problem with his billing procedure I'll have a host setup and throw a quick design up so it can be used right away. Everyone is welcome to join of course. :) The reasoning behind this is that when these forums are having problems, it's hard to stay in touch with the rest of the community. In light of that, I figured it's the least I could do. :) Once the forums are up and running, regist

9 Replies 6,872 Views

Hehe, sorry about that. With Terraziel's help on where to find the Weapon VS Armor types, I think I got it for you. :) Just add this file into the same folder you downloaded earlier and it should work. Now, if any other modders stumble upon this, maybe you can tell me if I did it right, lol. DamagePercentBonus:CAPITALSHIP:CapitalShip 1.0 (100% to Capital) DamagePercentBonus:CAPITALSHIP:VeryLight 2.25 (225% to Very Light) DamagePercentBonus:CAPITALSHIP:Light 2.0 (200% to Light)<b

20 Replies 11,922 Views

[quote] Greetings, Let me preface this by stating that I'm not great with computers, but I would be interested in a few minor modifications to Capital ships, specifically the battleships ability to deal damage. I would like battle ships to deal 200% damage to light armor, 175% to medium armor, 150% to heavy armor, and 100% to Capital armor. Lastly I would like to increase the damage rating of the Kol railgun with level 3 yielding 1600 hp. I never understood the purpose of putting a

20 Replies 11,922 Views

I can do it, just wanted to know if anyone else had started yet. I could probably have a new domain and host setup by the end of the day.

20 Replies 11,922 Views

I'd have no problem writing one up for you - just one thing, which 'turrets' do you want changed? Be specific please. :P

5 Replies 5,955 Views

Have you tried adding a third fighter slot? I'm thinking some things aren't able to be modified (yet?) since the modding tools were put out so soon. It also seems that anything related to modifying fighters is a bit sketchy. Honestly if you cant remove the line or change it without the game crashing I don't see how it's going to work. I just went over all five capital ship files, and the Fighter/Squad files. There isn't any other way that I can see it happening. :/ If you do fi

20 Replies 11,922 Views

It seems that edits are broken. o.O Anyways, after going back to the main modding forum I seen your thread and that you tried that. Give me a few and I'll try to come up with something. To clarify, you want to be able to remove bombers from specific capital ships without removing them from the entire game or using a cheesy solution, correct?

20 Replies 11,922 Views

Hey there UNeb. :) Let's see if we can get it fixed for you. Okay, so. On Line 228-229 of the file CAPITALSHIP_PHASEBATTLESHIP.entity, it reads: 228: squadTypeEntityDef:1 "SquadPhaseBomber" 229: squadAntiMatterCost:1 0.000000 Try removing those! I can't get in-game to test it right now as I have some video editing that I'm doing. It would take me awhile to actually do anything in-game, lol. Edit: Lmao, after going back to the modding main forums I

20 Replies 11,922 Views

Hiya guys/gals. :) I've been fiddling around with modding SOASE today and browsing around the forums here and other places I've noticed there's some things that people keep asking for and it never really gets done, or at least it's never mentioned. So, since I plan to keep fiddling until I get everything the way I want... I figured I might as well help people out! So, if you want something you haven't been able to find or a certain feature you just want by itself instead of an enti

20 Replies 11,922 Views

[quote]Usually if the line isn't in the file already that means the entity type is not designed to use 'em, so that's probably why yours goofed up[/quote] Yeah, I guess so. :P They should add a research upgrade for it. ^^

10 Replies 6,601 Views

There was no shields originally, it was displayed as maxHullPoints 85.000000 hullPointRestoreRate 0.400000 Then I added in the maxShieldPoints and shieldPointRestoreRate lines. You can select individual fighters to view their Health/Armor... I would think it would display a shield value if it had one... who knows. :P Edit: Removing the Shield max/restore lines fixed the 0 armor issue, it's now displaying the normal Armor: 3.

10 Replies 6,601 Views