Wintercross

Wintercross

Joined Member # 3867128
4 Posts 645 Replies 19,701 Reputation

[quote who="Seleuceia" reply="4" id="3612360"] The original modifier that did not require a phase node to jump a starbase is still in the game. No need to spawn an unnecessary phase node, just change "StarBasesCanHyperspaceOnlyToPhaseNodes" to "StarBasesCanHyperspace" in the RESEARCHSUBJECT_STARBASE_MOBILIZATION.entity file (it's located in one of the lines near the end)... [/quote] Yeah, Seleuceia is right, the original modifer still works, I use it for the Fla

5 Replies 26,548 Views

[quote who="dragonhero3" reply="2" id="3611391"] While... that could've been put a bit nicer, I wasn't just implying for someone to just make me the mod, I was inquiring also for the sake of perhaps learning how to do it for myself if such did not exist. [/quote] The point he is getting at, is if you were inclined to make the mod you probably would have already tried and started with something since the information on how to mod Sins is pretty pr

5 Replies 5,538 Views

I just really want mobile starbases to be able to jump to the same grav well, limited by the grav well starbase support instead of the current hardcode limit =(

35 Replies 176,448 Views

[quote who="LordIluvatar" reply="3" id="3609768"] How difficult would it be to look at adjusting the existing "fighter movement" behavior into a third option so that the path taken doesn't fly directly at a ship? I'm saying like, fly in an path that still "charges", but avoids direct impact? As in a graceful flyby. I know a ton of mods that would love to see such a feature. [/quote] Yeah, or fly at the target and pull up before hitting it would b

20 Replies 40,008 Views

[quote who="Sinperium" reply="533" id="3606242"] I believe Yarlen said this was one of the features he had started working on when Rebellion was starting development but they had to leave it behind. He was going to make separately repped militia factions be named and created but had to leave it behind as they moved into development. I do recall him saying part of the issue was that ironclad had to approve and provide some of the things needed and therre

543 Replies 1,411,375 Views

[quote who="Sinperium" reply="200" id="3605763"] I figured it wouldn't hurt to poke this. How's it going over there, Wintercross? The demo video is fantastic. [/quote] Yeah, it's coming along well. Been working on the Empire faction for 7DS recently though, so I haven't done much more just yet. Overall I got a good response to the last update though =D

223 Replies 599,485 Views

[quote who="Lavo_2" reply="521" id="3605434"] Quoting Aplos, reply 519 And could you add "FriendlyWithPirates" research bool modifier just to become friends with pirates and stay everyone else hostile, please I don't think this is even possible; pirates and militia are both expressly designated

543 Replies 1,411,375 Views

[quote who="Aplos" reply="519" id="3605146"] Few more desires) Is it possible to have a research modifier that limits number of colonies allowed? And could you add "FriendlyWithPirates" research bool modifier just to become friends with pirates and stay everyone else hostile, please Thanks [/quote] You mean friendly with pirates but hostile to militia? If so I'm down with that.

543 Replies 1,411,375 Views

[quote who="GoaFan77" reply="510" id="3602342"] Quoting DANMAN3712, reply 508 But not the way I want it. Basically, in 7DS for example, we have 10 races. Some of those races I want to be Xenophobic from the very start of the game, and hate every other race, except themselves. If they run into a player of

543 Replies 1,411,375 Views

You could theoretically, but you would have to sacrifice the ability to destroy planets... if you made the stripped to the core definitions in reverse, you could for example do something like: Asteroid -> Barren World -> Desert world -> Terran World But stripped to the core would become terraforming. So you would no longer be able to reduce a planet to resources =P Unless the ability based version allows you to define the effects. :e

543 Replies 1,411,375 Views

[quote who="Lavo_2" reply="502" id="3601680"] Quoting Wintercross, reply 501 Yup, that was the idea, purchasable upgrades and each ship being able to be named. The idea being each ship can specialise. Had actually coded the upgrades for a cruiser that would have given you an option of upgraded armor, long range m

543 Replies 1,411,375 Views

[quote who="ZombiesRus5" reply="485" id="3601143"] Quoting Wintercross, reply 484 Yeah, please consider fixing the starbase thing! How will this work for you if the AI doesn't know how to Jump starbases? Is your mod PvP only? [/quote] My original plan was to make AI

543 Replies 1,411,375 Views

[quote who="Aplos" reply="483" id="3601107"] Quoting Blair Fraser, reply 482 ResearchCostAdjustment now shows up as red if the value is greater than 0 Great, thanks [e digicons]\o/[/e] what about other requests? [e digicons]^_^[/e] [/quote] Yeah, please consider

543 Replies 1,411,375 Views

[quote who="MajorVader111" reply="475" id="3600895"] if i was to request something maybe a option of making weapon styled ability better by adding a option of being able to target a certain direction, example front back left or right, as it is a bit annoying to have a beam ability target and shot at something behind it when the beams are at the front of the ships. If this is possible it would be hopeful in my modding endeavours. [/quote] You can force an ability bea

543 Replies 1,411,375 Views
Reply to Triggers in Sins Modding

you know what, a 'playsound' action would be awesome for making some mini-campaign maps.

11 Replies 22,922 Views

Oh, also wouldn't mind if the EarnResources overtime buff could actually pick which resources to earn. That would be cool but not a highly important. EDIT: Sorry, one more request... if possible could you make negative trade values work to remove credits similar to how underdeveloped planets do? In particular the BaseTradeIncomeRate property for starbases. Since I was going to use it to give my 'starbase' based capital ships an upkeep cost (since t

543 Replies 1,411,375 Views

I have one important request... Could you please, please, please remove the hardcode limitation that prevents a starbase jumping to another grav well when there is a starbase present? Currently, even if the grav well can support more than one starbase, if one is present you cannot jump another in. If you could make it only restricted when starbase limit is reached for the planet/grav well that would be fantastic! I was originally planing on making

543 Replies 1,411,375 Views

[quote who="UrQuanian" reply="162" id="3596470"] Quoting Wintercross, reply 153 urgh... I hated the arcade combat of the original Star Control. I loved everything BUT the combat, it was so jarring. Here is a space epic or adventure and uniting races under your banner.... and then you proceed to 1v1 death matches inste

226 Replies 1,272,467 Views

[quote who="uberlicker" reply="22" id="3595065"] MoO1 and 2 both had choke points in the technical sense due to galaxy configuration and range. I don't know where you get that the AI was brutally efficient in attacking either, but perhaps there were certain galaxy settings that helped it more than the ones I played on, not that I remember what those settings were. Of course my main gripe was always with GC2 model of open space

23 Replies 133,078 Views

[quote who="Awkbird" reply="157" id="3595055"] As fans may recall, SC1 and SC2 both had options for AI-controlled combat resolution for players who chose not to participate in melee battles. The "cyborg" option allowed players to actually view AI-vs-AI live combat, while the other option simply resolved the combat immediately and displayed the results. I have a hard time believing that Stardock would force players to do any different and it's nice to know that there are other methods

226 Replies 1,272,467 Views