Tkins

Tkins

Joined Member # 3373976
43 Posts 874 Replies 795 Reputation

OH my bad. I was trying to mock though, seems like you gotta post things numerous times in all places so everyone sees. As for the slap.. well at least you didn't choke me... savage!

108 Replies 112,912 Views

Hey all, We are currently experiencing some difficulty with Impulse. It is a known issue and they are working on it right now. Please stand by, thank you for your patience

108 Replies 112,912 Views

Yeah I was talking about the B5 model. I thought it looked great, what were the shading issues? Was it a big game killer or it just looked funny when it wasn't facing the sun kind of thing? The stuff i'd like to add to my ships are pretty minor anyways, rotating attenae, satelite dishes, pullsing lights. I might put something large like that rotating centre piece on the B5 model on a station or something. Is it hard to do? Does it affect per

40 Replies 121,221 Views

No one else is commenting on my thread Annatar :( I want ideas! At least I have you... \o Do you know if it's possible to I) change the requirements of research? ie from 2 civic research to 1 civic and 1 frig factory II) make it so that after you research something, the ability goes into effect, then you have to research it again? ie the TEC research where random raiding parties stat attacking opponents, I'd like to make it tha

165 Replies 168,069 Views

Yeah he mentioned he had problems because they didn't have cap ship factories. What I might be able to do is plan the race to be so simple, that just spamming 4 different frigates would be sufficient, so if the AI just simply used the abilities over and over they would still be effective. This also suites the type of race i'd be building and their style anyways.

165 Replies 168,069 Views

I'm thinking of creating a race that uses capital ships as mother ships. They would still build their mother ships out of cap ship factories, but all other ships would be built out of the mother ships. I have two approaches, First idea is that the ships would spawn with the advent carrier ability (thanks Annatar), so that they would all be tied to the mothers ship and work as squadrons. Would this enable them to dock for phase jumps and exit again afte

165 Replies 168,069 Views

Wow really cool. So those squadrons of frigates, how would they act? They would still have frigate properties right? Like they would move and act like a frigate, similar damage? I don't want to have a bunch of frigates flying around like fighters at super high speeds, turning on a dime type o' thing. EDIT Is it possible to make ships spawn from planets? ie. planets spawn construction ships, could we add in frigates and

48 Replies 133,287 Views

Also, for fleet composition of your main attack fleet I'd use something like this: 4 kols 3 dunovs (these are your carrier capital ship killers). Make sure your dunovs are set to autocast OFF. You will need a lot of carriers.. since it's 1.5 i say 40 carriers all fighters ( i don't know how big of a fleet the AI has, but you should be matching him fighter to figher, fighter to bomber. Don't use bombers in this set up). 15 repair ships to keep your carriers alive. <

28 Replies 12,505 Views

Hey that's great news. I love seeing how people figure out solutions in modding. There are some really creative ways to achieve results. To build on this, could we make hangars that build frigates/cruisers? Is it possible to make those cruisers/frigates not jump out of the grav well? I'm thinking of making a militia where you can level up a hangar. 2nd level the hangar spawns 5 frigates 2 squadrons, 3rd level spawns 1 heavy cruiser, 5 frigat

48 Replies 133,287 Views

Weird, the AI gets even better in 1.096. I was in a predicament similiar to yours, except i was slowly losing ground to a very powerful AI. I managed to run and hide in a corner of the map and rebuild. This is what I did (if you don't care about my situation skip down to my suggestion below): I had 1 terran planet, and 2 astroids and a small fleet + a fairly powerful AI ally. Luckily, I also controlled an artifact that helped me phase jump faster.

28 Replies 12,505 Views
Reply to Space Wars in Sins Modding

Yeah, I'd like a thorough complete description of what you changed before I try it out.

15 Replies 11,667 Views

Yeah I was hopin' for pics too. I just played a 6 hour game with advent and didn't know they could steal ships LOL. Which Cap. is it?

20 Replies 36,796 Views

Well if it's and artifcat it would work against enemy ships, if it's a planet attribute, it would work against all ships. Similiar to expanding gravity wells by 30%, everyone is affected. (I don't know if the mod would actually do that or not, just saying how i'd want it to work)

64 Replies 128,198 Views

Well, it could just be that the "nemesis" is a swarm or mass amount of enemies, not necessarily a technologically advanced beyond all imagination or uber powerful lazer beams that kill everything race. So if only a handfull of them come through to this galaxy, it might be an even playground. Then again, it might just be the carebears.

94 Replies 259,611 Views

My family decided not to do Christmas presents this year. BONUS!! Wait, this isn't sins related.... So that means I can spend more time modding to create my mod for sins... version 1.1... yeah, now we're back on topic.

108 Replies 112,912 Views

So you're trying to make it take longer to jump out of gravity wells like stars and wormholes? Could you apply this to a planet? It would be cool to have an artifact or attribute you can discover on the planet that is a natural Jump Inhibitor.

64 Replies 128,198 Views

One of the SD/IC's did say something along those lines. I think it was Kyro, but I can't be sure.

108 Replies 112,912 Views