Tkins

Tkins

Joined Member # 3373976
43 Posts 874 Replies 20,376 Reputation

So cloaking is pretty easy then. We just have to change the particle effect and mod the ability so that ships can move while it's initiated? Really, that simple? To challenge people... How could we make scouts detect them? Could we have a passive ability that removes phase cloaking? Or interrupts it or something to that effect? (within a certain range)

30 Replies 22,960 Views

Good call. So can't we just give it a phase cloak ability and change the particle effect on that ability? Excuse my ignorance, but what's holding that back? I'm missing something.

30 Replies 22,960 Views

check with Teal. I don't know of a tutorial, but he is working on modding some research right now. https://forums.sinsofasolarempire.com/329761 I have a list there of a bunch of modding ideas. Might help you out. https://forums.sinsofasolarempire.com/331735/#1961737 &nb

7 Replies 6,650 Views

It should work exactly the same, the coding is just reversed. Justin and I have been able to come up with some pretty unique ways of solving some modding ideas just by reversing them or taking different angles. (OK to be honest usually Annatar just does it for us, but we've done our fair share of solving them with our imagination hahaha)

17 Replies 4,233 Views

^I"m working on similar maps. I'm trying to find a way to make each person have their own star but not make it too tedious to attack. So far I've made multiple stars, some with planets some without. I've then made sure that everything in each star is connected to one another. This way, if you are in a different solar system from somone else, it is still only 3 jumps between your homeworld and theirs. It's been interesting, but I'll have to tweak it a bit more. Now

438 Replies 1,207,700 Views

https://forums.sinsofasolarempire.com/329761 I have a thread with links to a lot of the new modding ideas/fixes coming out, look near the bottom of the OP. https://forums.sinsofasolarempire.com/330426 There is the link to the Teal's post where he got it to work.

17 Replies 4,233 Views

A few people have. Things like missile platforms (TEC BS Carrier) ability and planet bombardment abilities are just frigate spawns with 0 speed and a time limit. So all you'd have to do is create an ability that references a frigate. Correct me if I'm wrong Justin...

17 Replies 4,233 Views

That would work for Non-colonizable grav wells? I'm thinking of making a colony ship that can create one of those star bases i was talking about earlier. I don't want the AI to drop those everywhere though, only in astroid belts, plasma and magnetic and gas giants. Know what I'm saying?

165 Replies 168,627 Views

Isn't targeting uplink a passive ability? Would that still work? If so, that would be cool because all my Caps in my mod will have passive abilities. I agree with you somewhat Justin. It might be better to just leave them as is. Since they are so big they might get sloppy. Who knows till we try it though.

20 Replies 16,737 Views

If they don't take fleet capacity they would be fine for endgame when you've got so many resources and maxed fleet. But by that time the game is already decided unless you're playing a 100 planet map.

34 Replies 58,264 Views

[quote who="Hack78" reply="5" id="1960533"] I'd wager it's not the thought of losing that scares the new guys, it's the style of play that the "pros" use. Playing against new people is always more fun because they use many different strategies and techniques. The people who have been playing for a long time use cookie cutter strategies. It's about who can click and spam more than the other guy. Those strategies are great for winning, but not for having fun. TK

438 Replies 1,207,700 Views