Fiddling with the variables is a fun. Remove the minus in InCombatFighterBuildRatePenalty -1.0 and change it to InCombatFighterBuildRatePenalty 1.0 and instead of a 50% build rate penalty you will get a 200% build rate bonus! [e digicons]:D[/e]
mbar8
Enemy in gravity well strikecraft build rate penalty is in file Gameplay.constants and is the following line enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.176; Change it to -.000; to remove the penalty The under attack build rate penalty is just 2 lines above in the same file (which equals 50% penalty) InCombatFighterBuildRatePenalty -1.0 Th
[quote]If the DRM is a deal breaker for you, grow up and learn to do without.[/quote] It is, I have, and I do.
de ankles.
[quote]Now the dawn of the Carrier, which would be like 1.01? (1.02 was first carrier nerf i think, though even then this sitllw orked) Was not a perfect time, but it was more itneresting. The uniqueness of carrier kidna made it that you couldnt go 100% carrier. Most sucessful fleets would be 50% carrier 50% something else: This else would be LFs, LRFs, HC, or even Flak. This made for some vary good battles, and good strategy. Now what I think we want to be at a place where ther
Siege Frigates: Decrease Supply Cost?: Yay (I'd like to see it at 8)
Lifted from the Wiki page about Illuminators (and having checked the change logs it looks accurate.) "The Illuminator had several issues fixed in Patch 1.04. Namely, it was found it had accidentally been given the "Capital Ship"-class damage. It was restored to its "Anti-Medium" attack in the patch. Its hull points were increased from 520 to 620, and its shield points were increased from 450 to 550. Its fro
I was finally able to put together some mods to test the idea of changing around the damage each beam does. I'm not saying the damage percentages should be changed. But I think the test does show moving more damage to the front beam would make illuminators more powerful. Maybe the name should be changed from Illuminators to Eliminators.[e digicons]:P[/e] I made a game save in Entrenchment that would jump 16 Illuminators into the middle of 16 Assailants. In all three tests all the
No. I was not aware of the entity.manifest. I just looked in the Entrenchment folder and see the 6 manifest lists now. I've discovered several mistakes I've made thanks to the help I've received here. One was I made an incomplete binary to text conversion of the Entrenchment GameInfo folder. That mistake convereted only 85 entity files. This leads to the second mistake which was since the FrigatePsiLongRange.entity files did not get converted I was using the FrigatePsiLongRange.entity
Frogboy's real end of June message . Just kidding!![e digicons]O:)[/e]
I' ve made a bit of progress. I can copy all Sins 1.17 GameInfo files into my mod and then copy my edited FrigatePsiLongRange.entity into it and it will activate and I can start a game. I have not tested it enough to see if the changes I made actually activated, but it's a start. I still have not been successful with Entrenchment. I tried to copy Sins GameInfo then copy Entrenchment GameInfo and overwrite but that just crashes when activated. If I can come up with a list of essential
In the FrigatePsiLongRange.entity file? I've tried to change the damage per bank as follows DamagePerBank:FRONT 36.000000 (changed from 53.500000) DamagePerBank:BACK 0.000000 (same) DamagePerBank:LEFT 36.000000 (changed from 27.250000) DamagePerBank:RIGHT 36.000000 (changed from 27.250000) Note: the (changed from text) was not included in the file. But I
Those are good ideas. If a player does not have a homeworld or has no way to create one then it should be Game Over for them. If they still have a fleet and teammates and just want to be a PITA fine, but they should be considered done as far as winning.
Yargg! Modding is taking me back to the days of trying to write code for Fortran 77. (Hey don't age me. That language was OLD when I was doing it. Hey teacher can we use Pascal? No? Makes too much sense?) So I made a mod with a single file in the GameInfo folder. The file is Gameplay.constants. I can edit it to my hearts content making any changes I want and it will work beautifully. So now I just want to use a single file to test Illuminators. I have a mod
You know. to see a TEC capital ship with the name TDN John James would be a cool tribute. [e digicons]:thumbsup:[/e] Congratulations JJ. Keep the replays coming.[e digicons]:grin:[/e] It's the only way I learn anything.
I've been wondering if maybe the beams shouldn't all be equal again. Hear me out. By micro managing and "swimming" Illums the total damage tends to go to one side of their "damage triangle" or another. By moving the damage more to the forward beam you end up increasing the total damage it can dish out to either side of the Illuminator. It would increase from 12.4 to almost 15 dps to the sides. Right now the Illuminator at stand off range will use only it's forward be
Nice style. It was all great but I did like the well placed footage of the fighters and bombers. Good music choice.
[quote]One user said that humans had adapted and were far too enlightened today to revert to violence and mayhem in the absence of our modern conveniences.[/quote] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] OMG what bubble do THEY live in? Apparently they've never tried to shop early on Black Friday. That will give you just a taste of the shit storm that would happen if there ever was a breakdown in civilization. Or better
Thanks Harpo and Terraziel. It does in fact work as you said. During some of my mod testing I had stupidly placed the entity files into the root folder instead of a GameInfo folder. (If there was a little emoticon of a person bashing their head into a wall available that's the one I'd be using now) [e digicons]:X[/e] Oh well. Live and learn. (hopfully) But I am beginning to have some fun now. I've been tweeking the Strike Craft Build Rate Penalty around. Right n
LIGHT FRIGATES Buff Light Frigates- Increase Damage?: Nay- Increase Damage bonus to armor type?: Yay- If I'm un
Since many of the entity files now reside in the original Sins GameInfo folder do I need to.. 1. copy the original Sins GameInfo folder files into the mod's GameInfo files... 2. then copy the Entrenchment GameInfo files into the mod's GameInfo folder and then let it overwrite. Do I need to do those steps to create a mod's GameInfo file that will run in Entrenchment? I've done that and it seems to activate but I wanted to confirm that was the proper wa
Thanks for putting this together. I've been using the DK - SoaSE Mod Tool GUI which has worked well. You've put together a nice easy to navigate interface, Harpo. Thanks for sharing.
You know it. Easy to pick up and play but takes time to master. A great combo!! Few games achive it. Very addictive!! Also the game looks and plays great on a wide range of PC specs. I appreciate a company that makes games that you don't have to replace your PC every year just to play the new releases. (**cough** ubisoft **cough**)
Happy birthday!! And I hope you aren't reading this until tomorrow!! Go party!!!!!
Abso-freakin-lutely. Sins will run great on that. You can probably turn up many of the settings too.