This game has some odd things hardcoded in.
Ryu-no-o
Try combining the phase gate ability with something that increases the phase travel speed to near infinite. Make sure whatever is broadcasting the ability leaves last though.
Probably add another research tree just for Cap upgrades. That would probably work for upgrading every single cap ship independently.
I actually tried fixing the missing strings, but it seemed to hit a limit, because after a certain number of objects the rest of the objects in the box would display StringNotFound regardless of whether I actually gave it a string or not. Saturn was the last planet to display a name. And you also had two of the planets being directed towards the IDS for the toxic planet.
And never assume that just because one game does things one way, all games of that type will follow the same format. I tend to memorize a new keyboard layout for every game.
It could be that your mouse is dying. My old mouse would only scroll down or zoom out, no matter which way I spun the wheel. And check the keymap for alternative ways to zoom.
Ok. That's what I thought. Had to make sure though. No point in having LRM frigate engaging in point-blank battles.
That's what I've been doing to Capitol ships. Now for another question: What does the Weapon Index for Range specify? Is it the ship's general attack range?
Ok. To bad you can't modify the number of targets each weapon type can target.
So each target takes full damage?
Does anyone know how allowing a weapon bank to target more than one object affects damage?
Whenever I play, I almost always max out my capitol ships before making any real moves.
You may want to check the string file. I tried using the in-game galaxy creator and came up with quite a few "String Not Found" in the planet type section.
You should probably make it so the directories for the three conversion.exe that came with the game can be changed. I've installed my SINS game to somewhere other than the default location and I have to run the convert.exe as a custom one to get to work.
Do you have any idea how to mod the Galaxy Forge?
[quote who="Myles" reply="85" id="2554174"]In Halo battles, ships moved themselves into posistions that that gave them the most advantage. Using dynamic movement would not be condusive to this as all the ships continue to fly in circles and make passes at each other, which is very un-Halo lile. Using the normal static movement during battles allows for relativly static battle lines, which is prominant in Halo, and allows individual ships the opportunity to make manuevers if the need ari
So much for that idea...
Looks like the buff files are limited to 3 levels only...
I'm trying to add levels to the Abilities of capitol ships and I want to know how to change the numbers of levels for the buff files, or if there is a hardcoded limit on the number of levels in the buff files.
I also believe that any competent Ship Captains would be able to maneuver individually or in small goups without any input from the admiral of their fleet and still stay coordinated. And I do beleive that vast majority of captians from both UNSC and Convenant are extremely competent.
The individual ships in large Covenant fleet near Delta-Halo performed many manuvers in order to gain advantage over each other once the civil war started.
The Pillar of Autumn looks like it was plucked right out of Halo.
[quote who="SpardaSon21" reply="75" id="2552723"]It isn't about realism, it is about staying true to Halo canon. In Halo canon most fights between the UNSC and Covenant basically involved firing lines of vessels much like musketeers during the 16th and 17th centuries.[/quote] I was positive they moved around quite a bit... If I remember correctly from the books I've read the UNSC would employ a hit and run tactic so some of the ship could actually survive...
Why don't you try incorporating Mansh00ters Dynamic Battle System mod. I think that would make things a little more realistic.
I love how you made a Dalek.