I can has Sins 2? ;_;
VV13601
I just got the Kol battleship model/figure/thingy from the Stardock website and I must say I am impressed. I would definitely be open to rounding out my collection of sci-fi ship stuff with more capital ships from Sins! What are the odds of that even happening though? Did they make a fair amount of profit off the Kol figures?
So I DID look through the distant stars mod. Let me make sure I understand what you said up there correctly; You said you spawn constructors first, then have those immediately become starbases? Does sins not like it when we try to make starbases appear without constructors? Also, call me blind, but I was having a difficult time finding the part of the Ship graveyard planet object/ability/buff that showed where the neutral constructor was being spawned. But in order to do what I was lo
Alrighty, and I have distant stars on this comp so I'll take a good hard look at what you have there :) For the 'beam-head' missiles, yeah, I was picturing it more as an ability. That way, you could 'destroy' the missile so it's a MISSILE and not a re-usable strike craft haha. And I think all you'd need to do with the beam missiles and their "fire" ability is to have it set to autocast on the nearest target, or a target the player selects.
Now for the solar system mod, , my idea of it would greatly hinge on manipulating the current capture-neutral-extractor-system, if I was to use the neutral asteroids as the base for the planets. Would it even be possible to: 1)Remove the "Invulnerable" and "Can be Captured" buffs to a 'planet' once it has been claimed? 2)Make it so "destroying" or "scuttling" the planet doesn't actually remove it from the game, but just reverts it to the 'unclaimed [insert plan
^That was me, I didn't realize I had two account until I logged into a different computer But I am actually really interested in trying these ideas out... if I could get a wee bit of support haha
So, there wouldn't be a way to "capture" a "neutral asteroid", then treat it like a starbase instead, so we could upgrade it and stop it from being capturable until the "starbase" is destroyed? I mean, I understand not actually being able to treat something like that like a planet, but if we treated each structure as a Starbase, we could approximate the whole 'upgradeable' planet thing, and then give the starbase population and trade port/shipyard options, which already exist. Or,
I was trying to stay inside of Sins haha. I know there are a lot of other RTS's out there but few of them are as user-friendly as Sins, and Sword of the Stars got blasted by reviewers.
Also, for capital ships, if the missiles were a strike craft, by adding a second squadron you could effectively double the missile firing rate. Lots of possibilities with it, I think.
I had a couple ideas for what, I think, would be good mods for sins. I'm not 100% sure they could be done, or if done that they would be good/fun, but I wanted to throw them out there to see what the community thought. 1:) Star Systems as the focus instead of Planetary Systems First, I've never really liked sins' odd maps, the way it focuses on the gravity wells of planets instead of full solar systems. I was wondering about ways sins could be modded
I didn't make one of those, no.
That is sad and frustrating :( I don't suppose if I were to upload my little mod somewhere, anyone could take a look at it and find a likely culprit? But like I said, this wasn't a comprehensive mod like the Star Wars thing. These are the changes I made: -Increased the damage multipliers by 3x -Increased the ship-speed multipliers in the gameplay file -About doubled the number of research stations needed for each tier -Made it so capitals and Titans level q
I have a saved game of sins that always minidumps a few seconds after loading. I am using a mod, but the mod was working fine up to this point. (It just increases the damage modifiers so battles go quicker, as well as increases ship speed and includes the double research from Distant Stars). I'm at a loss as to how to avoid this :( I've tried reducing all the graphics to lowest settings (figuring it might have been a memory issue) but it hasn't worked... suggestions?&
Okay, thank you! I was very curious
So I've been working on a mini-mod for sins, one that increases ship speed, research speed, etc, to make games move a bit faster. Something that has me a bit stumped on though is the damage modifiers in Gameplay.constants. One of the things that frustrates me in Sins is how long the battles take. I would think a capital ship could destroy a scout in a matter of seconds, not the minute or so that it actually takes. So I've been playing with the damage modifiers to make the figh