Darkademic

Darkademic

Joined Member # 4131696
5 Posts 13 Replies 427 Reputation

Hi there, I made some maps for playing Sins within my guilld, with the intention of making the most balanced maps possible for 3v3, 4v4, 5v5, 2v2v2 and 3v3v3. I also made 5v3 and 7v3 for comp stomps. Each map has a balanced and randomized version. Thought I'd share them since we've had some really good games using them. http://www.darkademic.co.uk/uploads/GalaxyForge.rar Some screenshots

4 Replies 30,158 Views

Pretty sure the Advent culture bonus to phase missile blocking still doesn't work , so fixing that would go some way to addressing phase missiles.

54 Replies 144,702 Views

[quote who="candido-" reply="97" id="3381419"]Whoa, calling all captains: is that right? The Psionic Scream gives an Interrupt, e.g., vs Marza's missile barrage? Could the most informed modder out there inform on accuracy?[/quote] Just double checked. It definitely disables abilities as well, but only of capital ships and frigates (whereas the damage also effects titans and corvettes). So it's like an AoE Ion Blast that also does damage.

100 Replies 375,133 Views

I needed to make notes on all the abilities for my mod to get the balance right. It's not as nicely laid out as the OP or that spreadsheet, but it has most of the information from v1.52 of Rebellion, and is better than nothing. The only ship I didn't get round to writing up was the Rankulas because it creates ships and was hard to summarise. TEC: TEC (Kol Battleship) Gauss Rail Gun : Fire at hostile non-strikecraft within 6500 km for 400/670

100 Replies 375,133 Views

Finally finished. I've updated the OP to list all the changes. Version 1.4.0 available: http://www.moddb.com/mods/sins-dark-reavers-mod Now it's just a case of tweaking and balancing.

3 Replies 5,174 Views

Getting pretty close to the next release which features new abilities for all DkR capital ships, as well as for the DkR starbase and titan. That'll effectively make DkR completely different to the other races in terms of gameplay, other than the Diplomacy tree which is still Advent. Not sure if it's worth making distinct Diplomacy research as there's not much that can be done with it to make it different; it'd just be for the sake of completion. Beyond that there'l

3 Replies 5,174 Views

This may be useful for modders who alter the game's default weapon effects. In Rebellion many of the particles were replaced but different filenames were used, which means there are many leftovers which aren't used by the game anymore (which can be quite confusing, as not all files were replaced and a different naming convention has been used with CapShip/Frigate/Titan/Starbase instead of Heavy/Medium/Light). There are some anomolies that are still referenced even though all s

1 Replies 17,061 Views

https://forums.sinsofasolarempire.com/425105/page/1 This describes an issue I've just noticed, although it's not restricted to titans, it happens with all ships. Out of combat it's correct, so 15% shield mitigation for all ships without upgrades, but under heavy fire when it should be maxed out (60% for frigates, 65% for capital ships, 75% for level 10 capital ships) it's 3% lower than it s

82 Replies 297,916 Views

Hi there, I've been working on a mod for the past month or so (originally started it a couple of years back) which adds a new race to the game (it also enhances all weapon effects and sounds for the existing races). You can read about it and download the latest version on ModDB: http://www.moddb.com/mods/sins-dark-reavers-mod I'm trying to make the new race as balanced as possible, so any feedba

3 Replies 5,174 Views

Very small bug, but it seems that the brush ResearchWindowArrowUp1 doesn't work. If you create research that has a prerequisite one space below it, you get a "no arrow found" error, even though there's a brush for it, and a graphic for it in the BackdropInGame.dds texture file. Edit: Yep, the line Up1 "ResearchWindowArrowUp1" is missing from ResearchScreen.window, but adding it in throws up a different error (Missing Text Archive Label).</p

82 Replies 297,916 Views

C:\Projects\P4\SinsRebellion\Release\CodeSource\GS\Window\Screens\ResearchScreen.cpp(874): assert! [prerequisiteResearchSubject != 0] I get this error when I add a prerequisite to one of my custom research items, but I can't see anything wrong with the file or its references. Without the prerequisite I get no errors. Basically I've added another level of shield upgrades for the Advent. TXT entityType "ResearchSubject" hudIcon "HUDICON_RESEARCHSUBJECT_

1 Replies 3,176 Views

[quote who="bilun" reply="3" id="3370567"] Great catch- to fill you in in the original implementation the old bug was the techs were set to positive values and were making shield worse(in fact in the positive values it actually gives ALL weapons, not just phase missiles a chance to bypass shields). WHen the bug was spotted the devs just corrected it to negative values and when pulseguns, lasers, and the like stopped penetrating shields we assumed everything was working under

6 Replies 32,424 Views

Didn't know you could have a burst with a BEAM weapon, might try that. Does it just look like the regular beams but flashing rapidly? POINTDEFENSELASER is a weapon class type and is basically used by upgrades. So the Advent laser upgrades affect the LASERPSI weapon type for example. You don't need to change this if you're only wanting to change the visuals. Only a handful of values actually effect gameplay - those being DamagePerBank:FRONT/BACK/LEFT/RIGHT, PreBuffCooldownT

6 Replies 4,052 Views

Did some more tests and found out what's actually happening. Updated the OP. But yeah, it's broken!

6 Replies 32,424 Views

I noticed an old thread where someone posted about phase missiles not working correctly (specifically in conjunction with Advent phase missile blocking in culture upgrades), to which a dev replied stating it had been fixed. Whilst working on my mod I noticed that it seems to be broken again (or perhaps it was never fixed?). For my tests, I used an AR and a VR faction. I created custom research to adjust the values of ChanceToIgnoreShieldsAsDamageTarget</s

6 Replies 32,424 Views

Focus firing one ship at a time is a bad idea because of shield mitigation (whose entire purpose is to make focus firing much less effective).

4 Replies 7,823 Views