allen_h_b

allen_h_b

Joined Member # 4678813
1 Posts 4 Replies 75 Reputation

[quote who="GoaFan77" reply="9" id="3287863"] Quoting allen_h_b, reply 7(I think. It was that way in Diplomacy) No, pirates will return to the pirate base once everything has been destroyed at the pirate planet. [/quote] Ugh are you kidding me? I can't believe I'm begrudging an improvement... I do remember it was that way in Diplomacy. I had some fun with that little novelty, though I'm sure the game creators never intende

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[quote who="Lavo_2" reply="6" id="3287849"] Quoting GoaFan77, reply 5For the regular bounty missions, you can also control what ships get sent, but I'm not sure if there is a similar line to control how much the AI spends on bounty. Under playerAISharedDef in Gameplay.constants there's MaxBountyBidCount, though that might just control how much they spend on bids. [/quote] If it controls that, that would be good too. I'm looking to avoid

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Hmm, well I suppose I'll find out. I may just let the pirates act as the "respawning" vessels for this map I'm creating by letting them spawn as they normally would then attack the planet. Once they attack a planet, if no resistance is provided, they tend to stay there (I think. It was that way in Diplomacy) so it'd be a crude way of "respawning" units to sit on a planet. I can also control the number of pirates, what ships they use, and their strengths as

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Okay... sounds complicated lol. If only life were as simple as flipping a boolean to TRUE but I supposed that's too much to ask :P. Alright well, I guess I've got my work cut out for me. My line of thought is creating a planet where say-- every 180 seconds, neutral ships will respawn unless neutral ships are already there, in which case nothing happens. It'd be an area where one could level their capital ships fighting away from no

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Hi! I'm relatively new to this forum but I've been playing Sins a while and been messing around with Galaxy Forge as well as some modding. I'm trying to alter the Militia so that they respawn on worlds regardless of ownership after set intervals of time. I thought I'd look in the Game.Constants file where the pirates were to get some idea of how it works but I'm still unsure of how to make this happen for neutral milita. Just

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