silencedhawk

silencedhawk

Joined Member # 3292476
2 Posts 118 Replies 177 Reputation

Kinda think this is all rubbish since this ship has a hideously Overpowered Stun that wins fleet battles and a game changing Intel ability but Given me a little idea for a mod.. Move Provoke to level 0 ability, with 0.5/1/1.5/2% bomb damage Then Make guidance a level 6 Ultimate, and... make it like overcharge but for other Advent caps. Then a few small changes to some of the other caps ability so they buff there ability's when this hits, Battleships Detonat

118 Replies 147,414 Views

Are you kidding me... the Revelation is an EPIC ship..... It can Totally lock down ships, they can fricking stunlock fleets, turn off Dunov's or other healing ships, prevent warpouts its one of the Strongest CC's in game, you have 10 Revelations Vs 10 of any other ship in the game and they can slaughter all 10 just by CC'ing 9 and burning 1 by 1 then they have the Best scout / Intel ability, they can view ANY planet Anywhere on the map... letting you

162 Replies 270,109 Views

if you wish to keep your current system.. make a 3rd buff file and move your buffInstantActionType "PlayPersistantBeamEffect" into it, then call it as a periodic in buffself, you can set the beam duration in your new buff and call it for as long as you need/target is alive in your current. But I would go for Zombies Solution and clone Beamblast from the stock game, need to get home to look at this

8 Replies 38,825 Views

if you have a Beam effect that lasts for 10 seconds then whatever your finish condition the effect will carry on playing for the full 10 seconds. You can make your beam effect only lasts for 1 second and have the effect happen 10 times lasting only 1 on a periodic 1 second delay. this way you will only ever have 1 second left over if the target dies Put your weapon in a buff with no Charge or impact effects, add impact effect to your damage and charge effect to

8 Replies 38,825 Views

you can add 4 more weapons to each Frigate and Cruiser the main issue is that in large battles.... Effects Start De-spawning. Its a shame that altho sins is an amazing modding platform in many ways its very limted HasFighterMovement seems to line up to Movement speed and weapon cooldown, so you set your weapons to shoot a large volley as they do an attack run, otherwise the balance of alot of the ships will change. (eg keep there current dps

4 Replies 3,193 Views

just need somewhere to upload files. I have one that makes Cap ships.. imba OP and one that makes them gain 200% more hp/dmg a level but level 200% slower

7 Replies 6,038 Views

if they explode.... so you don't use them in combat... what stops you simply using them on suicide runs? think you also need to mess with the Base Antimatter of current ships, most ships will regen there full antimatter before you can jump this more than a few jumps. Esp Advent with 10 or so Disc vessels giving am eg increase the AM on every ship by 300% and decrease regen by 300%

8 Replies 5,212 Views

its alot harder than you think,but.. spoon feeding step by step guide! First you need to change every single titan Ability (24 of them) from maxNumLevels 4 levelSourceType "TitanUpgradeLevel" sourcePropertyType "AbilityALevel" to maxNumLevels 4 levelSourceType "Intrinsic" minExperienceLevelRequired Level:0 0.000000 Level:1 2.000000 Level:2 4.000000 &nbs

3 Replies 3,797 Views

and it only happens when your titan Dies its not used in combat. So if on average you get 10 mins of combat out of another titan... Imagine 10 mins of level 5 ability all stored up and used all at once 5x 1350 Dessever's this kills your 300 fleet supply fleet Handily. 3x the Maws used back to back also kills all your ships in that same time. 19x Overcharges well Imo <a title="Ragnarov Titan" href="https://www.sinsofasolarempire.wikia.co

4 Replies 7,318 Views

I don't think there is anything Wrong with the Kol its just it only deals damage, you may as well use a Heavy Cruiser for this (same issue I have with the Tech Rebels Titan.. it Only deals damage) Compared to the other ships of its class. The Radiance Can stop a ship using its ability's with detonate antimatter, it can kill a titan/cap simply by disabling its abilitys, it can change a fleet battle by 2-3x Aoe taunting and its final ability can hit

162 Replies 270,109 Views

If you expand the range of the VL Titans Micro Phase Jump ability to say 900,000 you Can teleport into another gravity well but you can't attack anything in that well and any command to attack causes the titan to warp out then warp back in. I am guessing the same will happen with overlapping Grav wells. You can also Micro-Jump into undiscovered planets wells with them still being greyed out and unexplored. Seems to be a Coded limit that a Jump must take place for a

2,761 Replies 7,627,222 Views

numPeriodicActions 1 periodicAction actionCountType "Infinite" actionIntervalTime Level:0 1.000000 Level:1 1.000000 Level:2 1.000000 buffInstantActionType "ApplyBuffToTargetNoRange" instantActionTriggerType "AlwaysPerform" buffT

10 Replies 7,508 Views

you can use Returning armada? "I want the abilities of this ship to randomize the vessels produced" Vasari Loyalists have a spawn-able structure that uses 3 ability's, that summon a "random" selection of ships and caps as goafan says only ones I can find are PlanetBombingDamageAbsorption PlanetHealthMaxAdjustment PlanetMaxPopulation PlanetModuleBuildTime PlanetPopulationGrowthRate Plane

10 Replies 7,508 Views

Where ships launch nukes / missiles at each other but you can intercept them with Point defense and fighters. think the Idea is to have something like Nexus I remember Nuke launch and sending every single fighter to intercept it I was searching youtube for a good example :( think the issue is the Missiles (as fighters) will just orbit the friendly ship when not in combat and look silly. Unless you can find some way of launching fighters only in combat.

20 Replies 70,322 Views

Try this, http://www.speedyshare.com/7UA6P/No-Supers.zip http://www.filefactory.com/file/58d8eecb9pgl/n/No_Supers.zip hmm need to find somewhere to host stuff! it Turns the Superweapons into huge Base defense turrets It has the same firepower as 18 tactical Turret slots 18x20 and the same health as 18x turrets tho split into shields and health. Does huge damage but its act

5 Replies 4,176 Views

does usesFighterAttack FALSE just make it.... do attack runs? or make it "use" "fighters" to "Attack" ? something I have never tried changing to True :)

20 Replies 70,322 Views

you have to aim them. simply copy your weapon-0 weapon-1 and rename ability-0 ability-1 if youw ant them shooting form weapon hardpoints. then when it asks for a point to shoot on type ability and 0 or 1 Missiles will shoot from any direction

18 Replies 51,620 Views

hold Ctrl Shift, push . a > f > a > g Spawns all ships in game! a > a give you max credits, instant build times, no cooldowns, no slot restrictions. You can also turn damage off to look at weapon effects etc a > b > b there is a huge post, search the forums for the Guide on the .Dev https://

4 Replies 5,048 Views

RESEARCHSUBJECT_TWIN_FORTRESSES.Entity to get it you need to add researchFloatModifiers 1 researchModifier modifierType "StarBasesPerGravityWellAdjustment" baseValue 0.000000 perLevelValue 1.000000 Can change it to 100 if you like and have millions of starbases! Lazy Method simply open up PlayerTechRebel.Entity add on line 221-222 ent

2 Replies 2,962 Views

Thanks for the info, one Small question... what does canonically Mean? [quote]We're doing this for the Empire in 7 Deadly Sins to fit canonically weak armor and strong shields and fluff material for them and realized other mods could benefit from this. [/quote] the Dictionary days 1. Of, relating to, or required by canon law. <di

10 Replies 62,541 Views

Type "Ability's on strikecraft"/bombers"/fighters" into the search bar at the top and look at what your allowed on fighters what I would do is erm.... Decrease fighter weapon range to about 100 and give them a Very slow firing very damaging weapon. then give them a Passive buff ability that uses OnWeaponFired - 1 second delay Makedead, or enough damage to suicide they will fly in, shoot there weapon once at such close range you don'

20 Replies 70,322 Views

https://forums.sinsofasolarempire.com/googlesearch.aspx?cx=002955119647594963107%3Aa6othajy5e4&cof=FORID%3A11&ie=UTF-8&q=rebellion%20referance%20files

3 Replies 5,605 Views

I make alot of Modular mods, mainly because thats how I was taught to code but I also play a online mods with friends so... if I combine it all as 1 mod then change a few tiny little elements I have to upload an entire 300mb mod every time I change somthing -2 new capital ships -Changes to stock capitals in another -an Orb as a starting structure that auto captures the first planet connected to the home system -an ability for Shieldgenerator/AMre

2,761 Replies 7,627,222 Views