true. since at the moment, I have sins 1.05, I changed the fighter to a frigate. :)
manticore
There are modding commands, constraints, etc. listed in this post: https://forums.sinsofasolarempire.com/306405/page/1/#replies These commands would enable me to define an ability that would remove the fighter once it has collided with the target and apply damage. It is true that the missiles speed should actually be higher if the missile is fired at a greter range but I will have to play with that to make sure it is not to unfair.
Now that I have thought about it more, I am considering giving missiles the range of the entire gravity well, but stepping the speed of the missile down the further the target is away. So the closer the missile ship is to the target, the faster the missile and less targeting time for the point defense turrets on the targeted ship to react. The longer the range, the slower the missile, and more time for a point defense turret to react.
Nice questions; I attempted to answer them sequentually. There is an ability for the advent LF to basicly kamikaze a target ship. I could give the "Missile" fighter this ability. Point defense is a concept from science fiction (I am mainly drawing the point defense concept from David Weber's book series "Honorverse" and "Starfire". If you haven't read them, I strongly recommend them) that involves stopping a missile short of target by destroying it with a laser or a counter mi
I really like liked the point defense mod for homeworld and I want to get one for sins. My current idea is to create a new class of fighter, called "Missile", and have ships that fire missiles fire the "Missile" fighter instead. There is already a built-in utility for whether or not a weapon can hit a fighter, so all I have to do is set that to true. To compensate for the ability of a ship to destroy missiles short of target, I would greatly in
Thanks harpo and thoumsin :)
This is a great mod and I enjoy playing with all of the races. I have one question though. I just started playing as rogue and I noticed that they didn't appear to have a ship with a colonize ability. Can the Rogue colonize or are they meant to be just be based in one system? Thanks.
I got the mini dump when I enabled the mod. I have since learned that ForgeTools 3 is for vanilla sins 1.16. Does anyone have a link to ForgeTools 1.1 which is for 1.05?
I have also tried just puting the reference data files from Forge Tools into my mod directory and also got a mini-dump.
I was playing around with modding the stats for cap ships with the reference data files I got from Forge Tools 3. I then placed the file in my mods directory and got a minidump. I compared the format of my files and the files from the 7DS mod for the cap ships and they were exactly the same, but the 7DS files ran without a problem. I am running Sins 1.05. Does anyone have any ideas about why this is happening?