Photoloss

Photoloss

Joined Member # 3968423
7 Posts 99 Replies 5,895 Reputation

When I place something like a turret it often appears some distance away from my mouse cursor. If I shift-place them I can sometimes place 2, maybe even 3 without moving my cursor. I don't know whether the x and y coordinates are randomised too or that's just a projection effect (because I don't play with a perfect top-down view most of the time) I have failed to find the values in the gameplay.constants file, so I guess it's hardcoded. Remember ships automatically stack up to huge wa

7 Replies 3,935 Views

There is no easier way. You can however, as I already explained in the other thread, change the baseValue of the RESEARCHSUBJECT_MAXCAPITALSHIPS index 0 to allow a huge amount of caps from the start, which isn't feasible for fleet supply because people can actually build up to that number, while capships are still limited by fleet supply themselves. That will of course make capship techs next to useless, but if you want an epic capship armada without much effort it's the way to go. Yo

5 Replies 5,578 Views

Check this thread: https://forums.sinsofasolarempire.com/400975 It's about capship supply points, but I think fleet supply is also mentioned, and works exactly the same way anyway. The relevant .entity files are RESEARCHSUBJECT_MAXSHIPSLOTS"RACE""Index 0-7" For a general increase you could also change the following lines in the Gameplay.constants file: fleetSupplyData-Small<br

5 Replies 5,578 Views

I read somehwere on this forum that the i>=0 errors mean you missed a quote in some file. (Which would cause the affected file to malfunction while not causing a minidump) Note however that they aren't infinite, at least if they're the same as the ones I get. I haven't managed to locate the source, but I get about 35 of them in a row. "Skip All" can skip through them iirc, if not just mash the button. You might even see a buff-related error after clicking through these. Keep playing until

11 Replies 8,711 Views

Have you tried the Dev.exe (located in your sins installation folder in case you're new to modding)? If yes, what error does it return? Including errors on startup that might be related to any of the files involved. Does the first action trigger? You should see the Kostura charge up animation if it does. Does the last action trigger? Have you registered everything in the entity.manifest? Are you using Entr. or Diplo? If not the syntax of your buff is incorrect.

11 Replies 8,711 Views

[quote who="jozanman222" reply="11" id="2839506"]That's the thing about the SB, it cannot be spammed. You only get one per solar system, and if you choose the resource SB then you don't get the defense that's might be needed by the Argonev... And with a second option, that would allow us to focus the Abilities in the Argonev, and other combat SBs...[/quote] So you spam one on every planet then fill up with Tradeports. You only need 1 combat SB at the frontline, which actually me

12 Replies 7,708 Views

[quote who="jozanman222" reply="9" id="2838947"]What about my other questions? Is a second economy based starbase a feasible idea?[/quote] Not really. Whatever you do, the most effective eco booster will simply be spammed, followed by anything else that's worth its cost. At the moment this is the Trade Port, and Refineries are placed if there's more than 10 asteroids to be affected. Besides that the existing SBs already have economy buffs. The Argonev not so much, as while Doc

12 Replies 7,708 Views

[quote]But if it is too OP compared to the rest, there might not be a choice if gameplay and "balance", should be preserved... [/quote] By making it a Radiation Bomb type ability you get enough parameters to change around without a target limit: casting range, initial casting cost, cooldown, channeled or not, AoE around target, drain rate, duration. The latter 3 should suffice to make a powerful but not OP ability. [quote]Belive me, I would love to see these things in game wit

12 Replies 7,708 Views

[quote]I also agree that a support ship would fit the Vasari better than TEC, and you can beef it up with many abilites, I've thought about a channeled gravity generator/PJI ability that would decrease phase jump speed for all enemies heading for the planet, trap the enemy in the gravwell by increasing phase jump chargeup as well as applying a buff every (10?) seconds that disables phase drives? This would cause enemy ships to get stuck in a series of chargeups, and make an exellen

12 Replies 7,708 Views

[quote]This really bothers me because it means the game is using the mass for something, we just don't know what it is...since some damage types like missiles are backloaded, every second can count (nothing worse than seeing an enemy cap jump from the gravity well with 10 HP left)...I agree though that at the small percentages used for Vasari armor techs, the effect would hardly matter...if large changes of mass just don't work then I guess we'll never get mass changes that could actually mak

29 Replies 17,700 Views

Why give the Vasari the Combat Cap? The TEC rely on sheer numbers and firepower to win, the Vasari use crafty, unorthodox means like Subverters+Mines or Kostura an enemy HW. They should get the support ship, loaded with nasty phase tech and evil nanites. The TEC can get a useful Kol/on-site shipyard which bolsters their forces and just plows through enemies (maybe with added economy buffs). The TEC ship could deploy Mini-SBs with whatever abilities you see fit (construction, eco buffs

12 Replies 7,708 Views

You can't hope to balance sins, though the DS team are trying their best to balance their mod. The current consensus is, afaik, "(s)he who has the most SC, wins", and Phase Missiles provide a rediculous damage boost against Advent, though they aren't necessarily OP. Are you thinking of the Battleships as sturdy behemoths (in which case they all need auto-Animosity) or as powerful gunboats (they clash with LRFs and Bombers for the role of massive dps dealers, though that might be a goo

12 Replies 7,708 Views

[quote]DamagePerBank:FRONT 52.250000 [/quote] Not quite. The "bank" is all guns pointing in that direction, the "two banks" you mean are only mesh hardpoints for weapons. Each hardpoint fires the specified number of bursts, but more hardpoints don't increase damage dealt. Give any ship a Starbase model, which has 5+ hardpoints per bank, and check the damage.

13 Replies 41,454 Views

That will only kill your own/allied caps. Use targetFilter numOwnerships 1 ownership "Enemy" numObjects 1 object "CapitalShip" numSpaces 1 space "Normal" numConstraints 0 instead</

3 Replies 1,566 Views

The AI is stupid, and cannot be modded. You can use an ability to destroy the SP and spawn a constructor ship. Then you must find an Autocast Condition for when to use this ability, as afaik the AI only uses autocast to use abilities. Try "OnlyWithNoOrder" from the Scout's Explore ability, or search for other similar conditions. Other possibilities would include making the constructor ship itself the siege platform with an autocasted sieging ability, making the platfor

2 Replies 3,169 Views

[quote]Even if gravity in sins simply slowed all ships down the same, that is going to hurt capital ships since it will take them longer to get in and out of the fray...sure, it hurts all ships, but no one cares about LFs and HCs, they care about caps...what I care about is knowing how gravity affects ships...if the gravity mechanism in the game takes into account a ships mass in anyway, I would like to know about it for modding purposes...[/quote] According to my tests the difference

29 Replies 17,700 Views

On the phase jumping issue: Ships in sins move to the edge of the "no jump zone", slow down until motionless relative to the host planet, turn to face their jump target, then "charge up the jump drive", sitting perfectly still. Then, they suddenly zoom off at incredible speeds. Once the ships arrive, they are once again perfectly motionless relative to the new planet (which is also motionless relative to the old planet ofc) All ships do this, even when under heavy fire. Even a

29 Replies 17,700 Views

[quote]Well yes that is how things happen in sins...but as you noted earlier no ship in sins travels even remotely close to the speed of light, making this discussion pointless if it is only in the confines of the game...if we are going to approach this from a realistic perspective then there is no such thing as stationary and no need for a ship to change acceleration before jumping...from a combat perspective, being able to phase jump at any time would obviously be very important...[/quote]<

29 Replies 17,700 Views

[quote who="Seleuceia" reply="18" id="2835582"] You are correct in that you cannot actively dodge due to information being limited by c, but the same also applies to the enemy: they cannot accurately predict where you are going to go either...even if the enemy knows for sure you will arc 180 degrees and even if they know the radius of that arc, there are still an infinite number of similar arc trajectories you can take in a 3D environment...point being, faster ships could actually

29 Replies 17,700 Views

[quote who="kyogre12" reply="16" id="2835368"] I'm not going to get into the rest of this discussion, but he is referring (I assume) to Newton's Law of Gravitation: F=G*M1*M2/r^2 Where F is the magnitude of the force due to gravity, G is the gravitational constant (approximately 6.67*10^-11), M1 and M2 are the masses of the two objects in question, and r is the distance between their respective centers of gravity. Assuming two ships are located at the same distance

29 Replies 17,700 Views

You cannot dodge laser beams. They can miss if you swerve randomly after the beam is fired, or was off-target in the first place, but you cannot actively evade them as by the time you know of the beams' existence it has reached you. Ships apparently need to stop dead to phase jump, so you don't have 10x the time to jump away either. For physical weapons you might have a point, but only for unaccelerated projectiles and missiles whom you out-thrust outright or if you have

29 Replies 17,700 Views

But you're either zooming at the equivalent of 25 earth diameters a second anyway, or using a logarithmic scale that compounds that 1% into nothingness. Give any ship a 1% max speed increase/decrease and try to see the difference. You don't.

29 Replies 17,700 Views

[quote who="Seleuceia" reply="10" id="2834858"] Relativistically speaking as v -> c, p (momentum) -> infinity...your limiting factor (practically speaking) is the amount of thrust you have, not the speed of light (you can think of it as your mass increasing if you want, and therefore with a constant force your acceleration will decrease until it is essentially zero)...[/quote] I am aware of relativistic effects, but the difference between 0.99c and c is negligible anyway, and

29 Replies 17,700 Views

Look at GalaxyScenarioDef. Then try adding a Vasari unit to the Quick Start setting. At least the playerRace.entity is organised, uses direct entity references and has the important information at the top (and the very bottom when adding new races) GalaxyScenarioDef is a jumbled mess of random information piled up into one file.

8 Replies 31,864 Views

They appear in the middle of the system? For me it was the bottom-right corner of the map lol. But yeah, you have to convert the ship's .mesh file to text format and add a hangar hardpoint anywhere on the model (coordinates 0-0-0 work, and noone ever actually looks at the SC so you can stick to those until you have nothing else to learn/improve) Then, in your ship.entity file, you need to change the "maxNumCommandPoints" to your desired squad limit, and specify (up to 4) squad

3 Replies 1,767 Views