FlyingNinja77

FlyingNinja77

Joined Member # 3129785
12 Posts 144 Replies 740 Reputation

That's a bit harsh to say. His post wasn't rude and he was just expressing a concern. But I, too, have been a bit curious as to when we will hear more about the new patch. I'm fine with being patient, however.

10 Replies 17,743 Views

Hahah that is a really great way, imo, to prevent yourself from overdoing sins. I always start playing and then look at the clock and am like "SHIT....it's been six hours!".

14 Replies 9,067 Views

You might want to realize that, in the end, it is an AI. It cannot think like a human, weigh all of the possibilities like a human, execute creative strategies like a human, or really see the large scope of the galactic battle. The AI is created to react to triggers and act upon certain situations (ie, the most common one, "If the enemy fleet is going to beat mine in combat, run away, unless it's the home planet"). Wanting an AI that can beat you if you are a skilled player is

11 Replies 21,449 Views

[quote]I would suggest that the original Half-Life had one of the worst endings of all time.[/quote] Are you serious? I consider it one of the greatest, and I'm sure I'm not the only one. But I suppose opinions can vary :P

22 Replies 68,015 Views

Along ParrotPatrol's point, is it possible that you can introduce two game modes (or just two mods) that allow a different number of ships? It would be really awesome to have 10-15 ships for each side and duke it out on SINS without the clutter, although I understand how you want to fully integrate the Star Wars galaxy into the mod. Just a humble request, and you are doing a wonderful job!

1,324 Replies 1,497,221 Views

I do love how this mod is going, although I will agree somewhat with parrot's complaints (although in a much more civil manner); a huge amount of ships can be very annoying! Regardless, make the mod as you see fit and I'm sure it will be amazing. I know sure as hell that I can't even start to create something like this!

1,324 Replies 1,497,221 Views

[quote]I want ships that don't look like crap and planets that look at least as good as the modded skins. plus LOL green suns... why not make them just green eggs and ham floating there.[/quote] That is definitely a bit trollish. Especially since many stars ARE actually green. Our sun actually gives off more green light than any other color and there are stars out there that actually appear green to the eye (if you lived near them).

272 Replies 435,878 Views

WOW. To be honest, I never once clicked on this topic because I thought it was just people speculating about a possible mod. But this is amazing! EvilleJedi, I have played the HW2 mod and your work is amazing! You are doing a very impressive job (and no doubt dedicating TONS of time) on this mod! Keep up the good work; I'd love to play sins with Star Wars.

1,324 Replies 1,497,221 Views

Just save your game occasionally. Minidumps don't really happen that often.

34 Replies 12,025 Views

I use these formations quite often, especially when I have support cruisers in my fleet. The tight cohesion really helps maximize these abilities, and the looser formations also help when you have lots of enemies to attack. Even if your target range is set to "gravity well", the ships in the fleet will only stray a certain distance from the flagship before being ordered to regroup. So if your enemy has lots of ships and structures, looser formations allows you to attack lots of these at once whi

9 Replies 22,467 Views

Supporting your fleet is very important in the defense of your planets. Have you tried clustering repair bays and hangars together at choke planets? These can save your fleet and the AI has a real big problem dealing with them. For Advent this is especially helpful because of their 3 fighter/bomber hangars. The repair bays will keep your fleet alive and the repair bays alive nearly indefinitely while you develop everything else. Hope this helps!

14 Replies 5,720 Views

Hmhm, well, I don't know what is wrong with my game then. I'll have to check it out and make sure that I haven't done something different. Thanks though!

8 Replies 6,394 Views

I use 1.4, I don't have anything weird with my game, but maybe I can give more details if you can't reproduce. Just have a fleet, have a planet rallied to it, produce some ships, then while they are producing manually disband then recreate the fleet. Now each ship that comes out of the production planet will create it's own fleet instead of joining the other one.

8 Replies 6,394 Views

This may or may not be a bug, but hopefully I'm not the only one who has noticed (and is annoyed) with it. When you have rallied a planet to a certain fleet, your ships will travel to that fleet and try to autojoin. No problem, right? Well, sometimes they don't join and you have to disband/recreate the fleet. The main problem arises after you do this. While the flagship may still be the same, now all ships who come out of the planet will create their own fleet upon being produced i

8 Replies 6,394 Views

Awesome! Thanks a lot! A quick question though, when the planets are too close, what do they do instead of vertically offset? Will they still offset in the Galaxy Forge?

108 Replies 179,658 Views

The death explosions in EAW and a few Homeworld 2 mods leave the ships around for a long time as they slowly explode and creak...and then their hallow shells stay around for a long time after. Those are the deaths I hope eventually make their way into SOASE...and this is a great start.

770 Replies 2,169,208 Views
Reply to WLd Mod in Sins Modding

Wow, this mod is sweet! Do you know how I could possibly merge it with Kreyson's Battlewagon mod? That mod already has the Bailknight package but also some capital ship nuances that I enjoy. ANy hints?

292 Replies 769,658 Views