Tkins

Tkins

Joined Member # 3373976
43 Posts 874 Replies 795 Reputation

Hey Team, I'm doing a Remix for this mod but I've run into a bit of trouble. I added the research to increase the max number of purchasable upgrades for capships but the 3rd purchase to upgrade to level 4 costs -21724248799. Did you guys make any changes that might affect this? I've made sure the gameplay stats show a positive number for all upgrade purchases.

1,730 Replies 4,130,030 Views

On the topic of AI and Capital ships, do you know of the AI will upgrade it's capital ships?

38 Replies 25,954 Views

So I was modding a mod and it had not trainable levels. I couldn't find CapitalShipMaxTrainableLevel so I just added the research to the mod and it auto added 3 levels. Problem is, when I get to level 3 and go to level up to 4, it gives a negative cost of 21718543698. Clicking it sends my credits to a permanent 1 and levels the ship up to the next level. Any thoughts?

6 Replies 7,239 Views

Err I also just realised that I haven't seen a Convertdata_diplomacy.exe file yet. Has it even been released?

6 Replies 7,950 Views

Hey Modders, Has anyone had a look at diplomacy from the inside yet? What kinds of changes are in place for ships? In game it seems like most of the work was in research, AI and behind diplomacy stuff. Have there been any changes anywhere else that affect entrenchment mods?

6 Replies 7,950 Views

I'll take a look. Thanks! Hmm checked that, I had it at FixedLevel0 I got it! I had max level at 0. Thanks!

2 Replies 4,436 Views

Hi All, I added the targeting uplink ability to a ship. I removed it's intrinsic value and made it passive. When I go into developer though, the ability will not appear. I've put it into the entity manifest. It's in the abilities of the ship. The ability and it's buffs are in the game info folder. I can't figure out why the heck it's not appearing. It shouldn't have any research requirements, I'll double check to make sure. Could it be that it's g

2 Replies 4,436 Views

Give them stronger abilities that affect economic strength of the planet they are invading. Mostly increase the pillage ability, add in a ship with embargo, and have ships with timed explosives. The higher the bounty the more of these ability ships attack a planet. This way they don't become too much of a military threat, but they do what they are intended to do, harass enemy economic processes. Reduce the current military buffs by ... half?

173 Replies 409,958 Views

So what you're saying is, don't say anything until it's completely done, then expect them to go back and redo the mod? That is terrible planning. All I was doing was pointing out what I thought they had done right so far and where I think they could go with it. Then you say that my comment was complete disregard of their effort even though you quoted me saying "It may be a little rough around the edges, but damn there has been a lot of effort put

5,100 Replies 12,667,121 Views

Tried this today guys. It may be a little rough around the edges, but damn there has been a lot of effort put into this. Had a great time playing. It's really neat because it feels like a different experience from regular sins. Postivies Buildings blow up much faster. This makes raiding a viable option that pays off. Dynamic movement works really well with the ships No icons on the mines makes them far more deadly I like ho

5,100 Replies 12,667,121 Views

Both Star Wars and Star Trek mods add different experiences to the game. They are really well done (though not complete) but encourage anyone to try them out.

5 Replies 3,127 Views

What if instead of increasing the amount of ships for each pirate level, we would increase the ship types. Add in two more ships, one with an ability with a very heavy laser or timed explosive that can easily destroy buildings but only usable every 10 minutes. Have another that has upgraded pillage abilities and embargo so that it happers the economy, like real pirates/privateers. This way you can still defeat pirates later on, they don't become this uber force. but the

99 Replies 283,051 Views
Reply to Unit AI in Sins Diplomacy

yup it was vasari! Maybe that's what it was.

4 Replies 5,047 Views

Has anyone noticed odd Unit AI behaviour? I was playing a game where I would command my bombers to attack a metal extractor and they would not do it. Turned out none of my ships were listening. I I had two factions offering me very similar missions "destroy green's civilian structures". I ended up not getting the mission because my units would not listen to my commands. I thought it was odd. It eventually went away. Also odd.

4 Replies 5,047 Views

The game I played last night, I was allied with blue and purple who were attacking each other. I was at war with green. Green had the most diplo points by far and almost beat me to victory, but he had no envoys on my planets or anyone elses. How did Green get so many points?!

27 Replies 19,185 Views

Is there any way to stop someone form getting a diplomacy victory? So far it seems like you just have to either invade or beat them to it.

27 Replies 19,185 Views