So, let's talk balance. I'm adding this information as a point to begin a discussion to see what people think of the direction I'm planning on taking my mod, so feel free to comment about anything you see. I have a few primary goals underlying the systems design of this plethora of ships. 1. Add further 4x-like depth to the game. 2. Keep the amount of micromanagement to a manageable level, but increase the power of good micromanagement. 3. Keep the amount of data
-Blackseraph-
You could always make a mod that speeds up everything. But there's nothing short of a mod that you can do to speed it up past the fast settings.
I'd recommend reading the stickies in this forum. They're a great place to start.
It's not possible at the moment. I would really LOVE it if they added this, though...
This is going to be fixed in 1.1, I believe. Right now the hardcoded limit is 5.
Next up on the list: Frigate-type hulls! These ships are designed to be able to withstand incredible amounts of punishment, and turn their battlefield endurance into battlefield dominance! Check out the OP for further details on the abilities of the four Frigate-type classes: the Attack-class, the Strike-class, the Support-class, and the Sweeper-class!
Yeah, I'm already using frigates to function as modules, but there's specific functionality of modules that I need... Specifically, I'd like to be able to create extractors and research hubs through abilities, if possible.
Hmm... I could've sworn that ability created a frigate, not a module... I'll have to check it out again when I get home after work today.
Are you loading your mod from the Options menu properly? Do you have your mod in the proper location (C:\Users\...something)?
Cool idea. I like having a simple method of mod classification. Of course, this will probably work best if you get the guys that wrote up the mod compilation stickies to use the images! An idea for another icon: New Races.
Is it possible to create a planet module through an ability that's attached to a ship (or another module for that matter)? If so, how'd you do it? Thanks.
https://forums.sinsofasolarempire.com/311258/page/1/#1726739 is a tutorial for importing/exporting that I found.
Personally, I dislike race differentiation where one race is the "early game" race and another is the "late game" race. It really limits a player's strategy way too much... the "early game" race player MUST rush and stop the "late game" race player's teching... the "late game" race player MUST turtle and tech, simply defending himself while he waits for his I-WIN button(s)... Just seems like a bad way to balance it to me. But *shrug* do as you like, it's your mod.
I've done all my scripting in Notepad. Scripting isn't complicated enough that it really requires you to have a specialized program for it. I would recommend reading through the buff list in the posts in https://forums.sinsofasolarempire.com/306405 to find buffs that are similar to abilities you want your mod to be able to do. Then tweak the numbers and fiddle with the ability or its buffs to make it do what you want it to do. Continue to play around with things, and you'll get more
Have to agree with Helio's conclusion... unless they're properly balanced by fleet supply costs, which is a difficult balance to strike. It'll be interesting to see if the late-game balance works out.
Personally, I'm all in favor of a little competition. The only way the modding community is going to get better as a whole is for up-and-coming mods to challenge the status quo. What will happen is either the old will be replaced with the new, or the old will be forced to adapt to the ideas exemplified by the new mod. Of course, as it's been mentioned, you have to be able to personally add value to a mod to really be of any use to the modding community. I'm sorry to say it, but -ever
I've completed implementation of the Shuttle-type hulls! Check out the initial post for further details on the abilities of four new ship classes: the Colony-class, Scout-class, Industrial-class, and Miner-class Shuttles!
I have error logging enabled and am using the dev .exe. It doesn't give me an error box, it just minidumps. I'll have to look into your suggestion, Helio. Considering the ability is a copy/past amongst all three extractors, that seems odd to me... but it's completely possible that the tech extractor's mesh is different than the other two's. Thanks for the suggestion.
I'm adding an ability to all the resource extractors, both metal and crystal. I can add the ability to the Tech's extractors without any problem, but it crashes when I try to add the ability to either the Psi or Phase extractors. I'm posting this both to ask Ironclad to see if they can reproduce the problem (and perhaps fix it in a later patch :D), and to ask the community if anyone's run across this problem before and figured out a way around it. Thanks.
hmm... I just ran another test, and placing this buff on the extractors didn't do anything either... Anyone from Ironclad out there that could tell me just what the heck this modifier does?
Yeah, balance is going to be an interesting thing, since very little of your warmachine is going to be dependent on resources. I would much rather be able to charge for the ships and truly balance everything... but I can only work within the bounds of what the developers allow me to mod. With regards to abilities, I expect my mod is going to require a lot of micromanaging to win battles. I'm leaving autocast as a possibility for all the abilities, but I wouldn't expect that you're goi
List of releases: Version 0.1.0.1: https://www.wincustomize.com/skins.aspx?skinid=71&libid=71 Fixed the bug where Module Constructors wouldn't construct modules. Removed the tier-4 vanilla ability instead of the tier-1 ability. Version 0.1.0.0 (deprecated): https://www.wincustomize.com/skins.asp
I'm not worried about how it looks just yet. I figure I'll get the gameplay I want ironed out, then worry about getting the graphics/sounds to match. How does one set up a hemispherical firing arc? Also, how does this timing/delay system work? Can you add a delay to all weapons on the ship whenever any of them fires? If so, that would mimic the behavior I'm looking for fairly well. I haven't seen anything that brings this system to mind... which means I could probably do so
Well, it was on the planet itself, which (I believe) produces credits, but the credit total wasn't affected...
That's what I thought, but as far as I can tell, it didn't affect any of the three resources. Very odd.