Hey, just got back into sins after a long time and of course updated my fav mod. Only thing is, I remember there use to be altered TEC lasers to be beams instead of 'bolts'. Was that ever a part of DS or was it another mod, and if so which was it and is it still being updated? Thanks again for the wonderful mod guys. Can't play Sins without it!!!!
Aliksander
[quote who="Ryat" reply="8033" id="3299462"] Quoting Aliksander, reply 8031*snip That may take a level of coding that is beyond our limits but I like the suggestion. There are things we can to do to implement it but it would hinder other things. As for as I know Trade is Trade in Sins. [/quote] I was afraid of that. Thanks for considering it though. Oh and thanks again for the great mod guys!!!
I was wondering if someone could elaborate on how trade income from ports work in this mod. The reason I ask is because I have always been bothered by the fact (I think I remember it works this way) that each trade port gives you a set income rate (I think it's 2.0) that can be increased by having a longer trade route, or by planetary/artifact abilities, or by some research. The reason this bothers me is that it doesn't really make much sense that y
You should be expanding faster. Build Capital shipyard first and foremost, and construct a colonizing cap ship right away (the mothership in your case that looks like a big fish fin). Once that cap is complete scuttle the factory to get back some of those resources. This one cap ship should be able to colonize at least 2 planets for you all on its own with no support (just make sure to kill any siege frigates in the militia before you colonize). At that point, you can
Maybe the lines could be part of the shape like the circle is in your 'moon' example. A circle in the upper right of the shape is a moon. Replace the circle with a single line and that is a dwarf. Put a line in the upper right AND lower right and that is normal size. Put a line in Upper right, AND lower right AND lower left and that is huge, Put a line in Upper and lower right, and a line in upper and lower left and it is Giant.
Draak, your latest iteration of planet icons is beautiful. Just what the doctor ordered. :)
[quote who="Draakjacht" reply="6110" id="3004414"] Quoting -Ue_Carbon, reply 6108I also would suggest giving them a neon light feel. Brighter shade of the proper color for each planet/anomoly surrounded with a white glow to provide contrast against most of the skyboxes. Any of these in the ballpark? You're pretty much witnessing a process here. Anyone else who wants to chime in on any of Stant's or Carbon's idea
[quote who="Lavo_2" reply="17" id="2998602"] Quoting trekky_rudd, reply 16I hope you guys release for diplomacy I really loved this mod, and prefer it over requiem in almost all respects. It really captured the Star Wars feel. There may be a Diplomacy release in the future. I can confirm that there will be a Rebellion release down the road.[/quote] Wow I followed tthis mod way back when I was still playing HW2 a great deal, but gave up because I thought
OK I looked at the Klingon page: 1) Klingons HATE Romulans, should be -2 not -1 2) Cardassians also have a longstanding fued with Klingons, at least -1 3) I think the Klingons would actually be neutral to the Vayger, both warlike species and conquerors. 4) I think they would be neutral to the TEC because I think they would respect the fact that they could build a defensive force from scratch and repel an invader, even if they are normally a bunch
An understatement in the sense that the change logs REALLY need to be updated or and understatement in how annoying my questions are?
1) My TEC hangers now only hold 2 squadrons instead of 3. Is this intentional? 2) I noticed that a Deep Space Sector had a small contingent of pirates. Not an actual base, but a few structures and a small fleet. Is this new? because I've never encountered this before. 3) When will you be updating the change logs on your site so I won't have to bother everyone with these annoying questions? [e digicons]O:)[/e]
That's funny GoaFan77, when I encountered that station in the original Star Wars:Tie Fighter flight simulation game I got the impression that it was significantly larger than the normal 'platform' stations.
Hey guys, I was just reading your small discussion about the Rebel 'starbases'. I would like to suggest that maybe what you could use for the Rebels would be a starfighter factory platform that was used since the Tie Fighter games. A sample screenshot from another game is provided below. This would be a station that has few weapons but is very tough and would have ALOT of room for fighter hangers. Basically, instead of being a starbase that kills ships directly
Glad to hear a nerfing of pirates is in the works. As it stands I always turn pirates off, which sucks because I DO want them to be a factor, just not able to field fleets like an actual faction can.
OMG please tell me where you are getting those comic strips! Also, and I am sorry if this was already asked, but will this mod be further developed for the Rebellion expansion? Your devoted fan, Aliksander