It works perfectly now. No failures with +80 ships. I have the placeholder ship phased out while it spawns a CS entity now too, to prevent it from combat. Now I need to see how the AI behave with it in greater detail. Once I apply this to other races I will release it here.
VDNKh
[quote who="Seleuceia" reply="8" id="3309544"]Yes I believe you could...[/quote] It works to an extent. I have the game building frigate entity CS that despawn and call a CS entity via Dark Fleet. The only problem is that there is about 1 failed ship spawn (the ship despawned before it called a CS) for every 60 ships built. I'm not very good with abilities so could I make the despawn only happen after a CS is called? And is there a way to remove ship
[quote who="Lavo_2" reply="30" id="3279386"]I'll post up what I did soon enough; but somebody else will have to edit vanilla Sins' GSD.[/quote] Are you posting what you have worked on soon? I've tried to get my own version to work but I can't get the node to linger with the planet after the scout leaves. EDIT: I have my own working version. Though it differs a little: There is no research requirement. The ability is n
[quote who="Seleuceia" reply="6" id="3309144"]Then put the ability on frigate factories... Of course if you really don't want leveling at all (which is kind of the point of capital ships) then I suppose it doesn't matter...[/quote] Could I place an ability on the frigate entity CS that could: Destroy it as soon as it's made and, Spawn the CS entity, for leveling? That would keep the AI's build queue
[quote who="Seleuceia" reply="3" id="3309056"]You could always put abilities on the factories that simply spawn capital ships...whether those abilities use AM or credits/resources is up to you...I'd point out though that the AI is much better at using abilities costing only credits instead of ones costing resources and credits...probably would want the autocast to be set to AnyTime...[/quote] Now that I have the AI building them as frigate entities I don't reall
[quote who="ZanyPilot" reply="1" id="3309011"]You might be able to get the AI to use more capital ships by reducing their cost and increasing the cap thresholds for each To alter cost, mod the CAPITALSHIP files. e.g. CAPITALSHIP_PHASEBATTLESHIP.entity basePrice credits 3000.000000 m
I personally believe that capital ships don't get enough glory. In the cinematic intro to Rebellion, almost all the ships are CS. But in-game, it's wasteful to use more than 6. So what I've done is remove the combat and support frigates and replace them with a frigate version of their respective CS. TEC only for now: Light(change?) to CSTransport Heavy to CSBattleShip Carrier to CSCarrier LongRange to CSSiege</p
So will this be up soon or what? I'm itching to play this mod.
[quote who="radu1" reply="6" id="3056149"]after about 15 minutes I had 5 capitals and 3 planets colonized and I wanted to see how the ai was doing so I surrendered just to see the whole map..and it was doing just fine..with one capital..it also had 3 planets colonized, and on each planet it had a lot of structures and turrets.so it wasn't stuck..maybe it just didn't feel the need for another ship..yet..also in my mod the capitals are much stronger starting from 7000 hull. I'll try
Aaaand bump I've played with this a little too. I had the AI on aggressive unfair difficulty and it's capital ship production was keeping up. I didn't modify the ships at all. I just removed combat frigates and made every lever of capital ship capacity 3 time higher to a max of 46. I'm going to finish a whole game on a economic hard AI and see how that goes. I'm thinking of making it a legit mod, I plan on giving capital ships