GoaFan77

GoaFan77

Joined Member # 3343511
42 Posts 9,636 Replies 2,884 Reputation

I liked it, but it depends what you are expecting from it. If you are expecting another Bioware RPG, you'll be in for a shock, as you actually have to work at aiming. If you're expecting a tactical shooter, you'll probably be a little bored with the long yet well writen story. If you like them both, you'll love this game. Overall, I recommend it, especially for sins fans, as they probably have the patience for it and will respect its original sci-fi story. While I have

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[quote who="Tkins" reply="3" id="1983282"]Yes, i want to alter that chance. "Customized chance" meaning if it's 50% right now to spawn a metal extractor, i want to change that to 10% Please help me sir![/quote] You can't do that with the galaxy forge. You can mod the astroid belt, plasma storm etc. entity file in the game data folder, but that would apply game wide, not just to the one map. I suppose you could take the long way around and ma

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[quote who="LoTeK_83" reply="7" id="1959435"]Bump, definately. This thread should never exit the "recent posts". Besides that, is by chance already available Sins plus 1.11 version for the forge tools? Or the previous ones are still compatible? And great thanks to anyone who have worked/is working for this mod survival. (Please keep a standalone version)[/quote] There are no forge tools, but I've been thinking about putting up

1,334 Replies 3,497,141 Views

Probably answered somewhere, but this thread needs direction. How does the game translate the damage in the entity files to the damage numbers you see in game? I'm also a bit confused on how rate of fire is calculated.

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[quote who="Tkins" reply="2" id="1959231"]Yaeh I guess if it might affect their sales that might be grounds for copy right infringement. From my understanding of copy rights though, if you aren't making money off it it's fair game. I'd have to do a little more research though.[/quote] Actually, I'm pretty sure they "CAN", its just they usually don't bother unless someone is gaining at their expense. Court is not fun for anyone, except for lawyers that count the cas

1,730 Replies 4,129,948 Views

BTW: I loaded the same game without the mod and the same thing happened, so it must be something with 1.11.

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[quote who="Cataclysm2000" reply="20" id="1955179"] What if it were possible for ships to get "caught in the crossfire?" What if my Enforcers at the front of the fleet could take hits for my caps, like gigantic metal bodyguards? This would let your fleet take less damage while letting your other ships concentrate on killing the enemy agaisnt which they are the most effective. [/quote] I was think more on the lines of giving a bonus to certain weapons at really

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[quote who="Cpt_Siddy" reply="17" id="1954916"]Actualy, WW2 BB's like iowa and yamato can prettymuch take anything you can dish at them from surface, and then ask more. [/quote] Gunfire wise probably, but no vessel to this day has developed a hull strong enough to take a ton of torpedo hits. (Musashi holds the record with 20, but she was probably disabled well before that.) By the logic of conventional sins tactics that resources are better spent on small ships, if

37 Replies 19,581 Views

[quote who="-Ue_Carbon" reply="8" id="1953845"] Yes they are big slow expensive targets. Any Cap ship by itself will lose to any average/small frigate fleet.[/quote] Agreed, and there's a reason for this. A typical WWII battleship by itself would probably lose to a small swarm of torpedo boats who could aim half decent, or at least be crippled by them. However, only an idiot would send an extremely expensive captial ship out on its own like that. The only one I can

37 Replies 19,581 Views

I encountered an interesting bug today on sins 1.11. When I used my Sova's lvl 6 ability (Rapid manufacturing or something), I noticed the buff on the planet it was orbiting was flashing on and off every second or so, maybe a little less. I was attempting to hurry the construction of a shield generator, and I noticed the build rate was also fluctuating in turn with this. I belief the instant fighters effect worked fine, but most of my strike craft were already built, so I'm not sure if it wou

1 Replies 2,020 Views

[quote who="Annatar11" reply="7" id="1952460"]If there's enough people that want just Sins Plus 1.3 updated to 1.1, I can give a shot at it once I'm done updating Bailknight's - so probably I can get started on it this weekend. As others mentioned, parts or all of this mod made it into some other mod projects, but I imagine there are some who just want Sins Plus without the other extra stuff?[/quote] Yes, that would be very much appreciated.

1,334 Replies 3,497,141 Views

Thats the thing though, it would take a heck of a lot more computing power than what is in a typical PC to handle the movements of a solarsystem like ours, let alone a multiple solarsystems like Ancient gifts. Maybe once we start describing memory in tetrabytes it might be possible but...

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Err, well, I know for sure there is no pause button Hydro. However, I don't remember enough about the tutorial to know if that's it or not. If you keep having problems just skip that one and do the advanced one's, just keep the manual ready in case you're not sure how to do something. Also, if you want some practice, you can play single player with no CPU's, and if you keep pirates on you can also get some decent development and defensive experience.

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Yes, as the Advent culture and cheap firepower is your friend. On small maps I'd build just enough disciples to be able to take weaker neutral planets, or to help caps clear them faster, and then try to get 3 military labs up in enough time to get some carriers and illums out. Let the pirates come to you, which should be a breeze with them. You can then decide weather to go on an all out attack or just raid their economic buildings and withdraw if serious resistance is encountered. &n

7 Replies 10,875 Views

Several things wrong with this idea. First, WWII is not MODERN. Carriers may still be the most important ship, but guided missiles now dominate modern naval planning. Also, battleships were not useless in WWII. If the Japanese had used their battleships when we had those 3 carriers, Midway would have been irrevalent. It took 17 bomb and 20 torpedo hits to sink Musashi at the battle of Leyte gulf. If they were willing to risk them early in the war, the US wouldn't have had the air power to sin

38 Replies 189,878 Views