Humh, just removing the lvl 6 abbility would make them no longer a super capitol though, just a slightly more powerfull capitol with only 3 abbilities to boot. What abouth removing the lvl 6 ability, and beefing up the dreads stats across the board. That way the AI when he comes calling will be just as powerfull as the player. Case right now is that you have 1-x number of high level super dreads and he comes along with a few meazly dreads and gets whooped. The difference between a lvl 6 dread
Malanthor
Aye having the rogues do less planetary destruction and resettlement and more stealing and plundering can only be good, so go ahead with the siege type cash farmer. :D Might aswell remove all their siege abbility well except for the caps i guess, and instead give them raid vessels that act as siege but steal instead of loot. Would change the faction nicely more into pirates because instead of seeing common spam of 5-6 vessels trying to bombard your planet into dust you would get pirate raider
Good stuff there. :) Yeah the pact bit was annoying, sucks when you have an idea and some crap is stopping you from implementing it. Particle effects huh :P I was thinking more learning some code and maybe a little modeling/texturing. But well see. hehe. Ideas hmm, let me see: Rogue: 1: hack computer/computer hack/brute force/Hacker/Geekpower or whatever is cool: overloads a ships central computer with a sustained brute force attack, leaving the sh
You have accidently replaced the rogue cap ship model cobra destroyer with the AnnaV cap ship model. The normal AnnaV still has its original model, but the cobra also has it now. Sure take a look at it and let me know how the moon stuff pans out. I dont mind non starbase uppgrades if the moon will always be placed in a descent position, but if its randomly placed somewhere around the map it will at times be annoying because it will not serve a tactical purpose. Like manning a mac
yup yup, glad to be the bearer of good news. :) Anything else you need help with besides general testing? I would do anything but my knowledge is limited, i should do a crash cource in modding sins i reckon, hehe.
Ahh, i somehow had the strange idea that it would keep trying to build it like all the time meh. How abouth this: Have a short cooldown on actually building the dread (like 10-60 sec) but let the antimatter go up really slowly so the antimatter in effect controls how long it takes. And dont let any antimatter abbilities affect the building if thats possibly, so one cant use whatever special abbilities to make it get antimatter faster. If possibly that is. If this works it wont matter much if
Downloading now, eta 2 min. Will commence operations once done. :D edit: the ctd that i had when trying to manually build an extractor by clicking on the mine is now gone. The only ctd i have had after 2 hour + of playing hypercorp was when i alt tabbed, and that only happened on the third alt+tab, not every single one like with the previous version.
I like the way they are built now because the AI actually uses them, as you say if they were built like other ships, you would see the ai use one every 30 min. Now he comes with 1-3 for every major assault which is very nice. So i think it is best to keep the automatic production method but implement some sort of controlling element on it. If the game cannot check for capital fleet cap and only allow one to be built if there is a free cap slot then let it take up more fleet cap would
Aha, thanks for the info. Too bad with all the hardcoded stuff really, well it forces people to make creative solutions atleast. :D
Hey Soase, Just played a match against 2 unfair opponents with your expanded mod, and it was fun, your mod really feels polished now, great work as ive said often before. :) I just have 2 meazly suggestion based on how this match went.. hehe. The 2 unfair opponents were piece of cake with the dread factory, i can just turtle and build up more and higher level dreads and then steam roll the map. So i really wish you could make the dread cost a little more population cap. Make i
i dont minidump when i mouse over a structure, it must be more specific then that. I did however minidump when i manually tried to build a extractor by clicking on it.
I see. Great idea with the moons then, not beeing starbases, do that mean that they cant get their own uppgrade menu and must be uppgraded from the research menu like for example the tecs gaus turrets which eventually get missiles and a long range gun, or is it still possibly to have their own uppgrade menu like a starbase or a capital ship? if they are automatically placed they might end up in a really bad location, like where nobody ever attacks and will thus be totally useless. Wha
i am going out now, just took on my shoes but i didnt quite understand that. Both versions what? you enable everything after another, and it works. There is no trick here, just straightforward enable the various files in the order i said. Going out for a walk now. :D
it works if you do it in the order i did, sotf complete (d), sotf (d), sotf (e), sotf transhuman (d), sotf transhuman (e), then fallen planets and fallen whatever its name was, the other that starts with fallen which is not fallen planets.
Okay, got a ctd when i alt tabbed from playing hypercorp, got one when i manually tried to build a extractor and got one randomly in a fight. Just mentioned it although it was probably totally unneccesary, hehe. The biggest issue was that i didnt get up any info on ships/buildings etc when scrolling over it, which limited me somewhat. But all that aside i did manage to get a good look into what it will be like, and i like it, alot. When i built extractors i noticed t
No stress, you were playing basketball werent you? Im downloading it now, 15 min til finished, then ill give it a go. :) edit: stupid me, nm if you read what i just erased. Everything seems to be working okay, have got a few ctds so far with hypercorp and as you said its only a sneakpeak. Ill play through the other races and give feedback when done.
Oh that ship looks mighty fine. Now it would be nice if the other ships looked totally different and had entirely different strenght/weaknesses. But ofc that takes time, easier way is to make all alien ships come from the same alien race and be similiar. Up to you, in any case the idea is a good one and it will very enjoyable playing with it, will be like chasing down hidden ships in X3, hehe. Im up for a good build this weekend. :D I wouldent mind taking a look at the hyperco
Goody goody. Must be the fastest fixes in sins history hehe. I also for the first time noticed the new ships for the standard factions. (i normally only play the new ones) thew destroyer types, but when playing tec it seemed that the ships abbilities were messed up a little, had 2 points to spend at lvl 10, and the abbilities themselves and their descriptions looked a bit off too, i need to play them again to see exactly what though just did a quick test of all 3 destroyers.
Very nice. You caught me before i could finish editing the above text hehe. And your most welcome. :) I looked at the pics you had posted of the archailects and the hypercorps by the way, some good stuff there. Seems like your mostly finished with the hypercorp so will that be the next one? Whats with the russian names by the way? You got russian family or something? Hehe. Integrating Bailknights graphic effects with the new races Adding additional pla
Added a few more notes to the above post under edit incase you missed it. Hehe, yeah the music may be too hard and fast for many i reckon, but it was a nice choice and quite appropriate for the faction. Music taste is well.. very individual though, and so is meaning as to what is appropriate for this and that, just go with what you feel is best personally imo. By the way, in my last uhm like 12 games ive only seen a blue sun, did you remove the other coloured suns? <
Okay found a few things: Some abbility descriptions here: cobra destroyer: die hard abbility reads: clears out redundant life support systems in favour of redundant repair systems. remove the last redundant i reckon. :) unless i have forgotten the real meaning of the word and are misunderstanding which is possibly aswell. AnnaV warship: might shot: the ship unleases its forward missile batteries devestating at a nearbye target, devestating any enemis caught in its line
Nice work with the rogues, i just spent a couple of hours playing with "sins of the fallen complete". New buildings, new descriptions, music, i like the flavour. :) A few writing errors and missing desciptions and one missing string but no visible bugs when playing so good job, i enjoyed myself very much. edit: green class arcadias abbility master and commander actually reduces range for everyone in it, wasnt that abbility supposed to increase it? Probably a bug unless i
Very nice seeing this progress Zombie. I am really busy these days with...stuff, but when i log in and see good progress its always uplifting. :) Cant wait to play with all the races, if i got time then Let me know if you want help with something, testing or whatever, and ill see if i can put it in.
Thats good news. :)
Done a few playthrough, didnt have any ctds or crashes yet and the changes were good and much wanted. :) If i come across anything special ill list it here later. The easter has kinda started here so.. hehe.