If it's an "The AI looks at each unit every X seconds in order to give it new orders" thing... then yeah, you might be stuck.
ReiverTA
Hm. I've been thinking about undertaking a fairly extensive mod that rebalances the way Sins plays, aiming to get more versatility in capships and expanding the Lore surrounding the universe in interesting ways. As part of this, I've been tempted to make individual posts about each capship and my thoughts, logic and goals behind them. Would that go best in the forums here, or on a blog? If in the blog format, I'd be tempted to release the mod, then discuss what it cha
...Aha, yes, that would do it. Clearly, I'm getting too tired. :) Hm. How would one rig that to, say, spawn multiple fighters - or come as part of another Ability file?
harpo: Do those three match the list I gave you of ships in the 1.16 folder you gave me, and I found a couple BINs in? I forget where I posted that.
Not terribly seeing the point of the Admiral ship in that sense, really. If you think about it, a truly epic game shouldn't end up resolving around a single powerful ship - it's far more satisfying to watch squads of capitals with fleets of support craft venture forth and Lay Down The Smackdown - the US had more than one battleship in WWII, afterall, and that's always been the sense of 'capital ship' that Sins gave me, rather than having a Hero Unit. What I'd much rather is a way to d
Hrn. Now I'm of the mind to make a mod to actually give out flagships. Curiously enough, this would probably count as a tactical structure (That consumes absurd amounts of tactical slots) which grants a single buff to a single capital ship for as long as it's alive. Actually, that's pretty cool. I think I'll have to make&nbs
I always figured that was the AI taking a few moments to figure out what it should be doing.
Amidst both modding and playing a couple large scale games, I've started to become increasingly frustrated by the games lack of an actually intelligent autocast ability. It seems to almost invaribly fire things too fast and too often, even when it's not actually needed. Of course, trying to program an AI to work out the myraid of situations it needs to keep in mind is very likely not worth it - thus, my suggestion is that a large chunk of the decision ma
Entrechment mods are coming out, but still relatively few and far between until we get a developer.exe update. I've a gameplay mod (Relatively little new in ships etc, insomuch as gameplay changes and research tweaks) that wants to be Entrenchment, but I'd rather wait till it wasn't like pulling teeth to update. ;)
What I really, really want for autocasting is to be able to write out several lines of code. Nothing complex, just simple stuff - but it could make a huge difference in its utility. ... actually, I think I'll make that a seperate post.
Really, I'd have favored it if it was left precisely as-is damage wise, but turned into an AoE attack similar to the Radiation Bomb/EMP - targeting every ship within a certain radius of where you open fire. A close-packed 'battleball' would at least be forced to break ranks; this alone could be seen as a strategically advantagous use of the thing. Bonus points being that hostile fleets can hopefully&n
Will they be bundling the developer.exe with the 1.17 patch?
[quote who="Darvin3" reply="8" id="2223868"]Targetting uplink is great if the map happens to have an asteroid field as one of its natural chokes, otherwise it's very situational. I'd take the first rank of targetting uplink over the second rank of colonize, personally, but aside from that it's your call as to whether you want it or not. Ion bolt is definitely the ability you want to sink points into. [snip] [/quote] Would the uplink end up OP, or j
What about its abilities? Other than the obligatory rank in Colonize, I get the impression one just shoves the ranks in Ion Bolt until Armstice. Is Targeting Uplink worth anything except for situational stunts like letting a starbase outrange seige craft and the like?
Guh. Anyone know of a way to allow the TEC to spawn fighters as a special ability? I had gone hunting in the .entity files for something equivalent to the SpawnFrigate command, and to my horror found that the Vasari Scramble Bombers thing is a seperate, specific command. Likewise, there are specific commands for the Adept Anima Aura and the rest... Any ideas?
[quote who="harpo99999" reply="25" id="2219385"]reiverta in my working reference sets they are in txt in both sins & entrenchmentwould you like me to email to you? harpo[/quote] Sure, please. The copy I downloaded at least had them as BIN files, most odd. ;)
[quote who="Torien1" reply="17" id="2219443"]I did some business research just to satisfy my curiousity and it is more likely that Stardock is busy fixing/patching Demigod at this point. Something went wrong with the launch and they are geting some bad press. So, I think their priorities have changed for the moment. But Demigod is from Gas Powered Games and not Ironclad. Shouldn't the developers at least be able to answer?[/quote] As I understand it, Ironclad pro
I once put a small typo into the Kol's beam cannons. First I realised was when I was testing it, and it started one-shotting militia Cobalts... ... I had so much fun with the idea I played the map to its inevitable (short) conclusion. ;)
Aye, it'd be straightforward for Ironclad; nigh impossible for the rest of us. If it came out in the second expansion... heck, that'd be reason enough for me to buy it right there. I'm also working on a mod - if not specifically designed for multiplayer, I'm working on balancing the game and addressing some of the gameplay concerns to help make multiplayer more varied and interesting. :) (First step - rigging capships so there's a bit more choice between 'em. Hey, it's a
[quote who="harpo99999" reply="23" id="2218252"]to do any modding you WILL need the text versions of the files for your sins/entrenchment version. assuming you have 1.16 &/or entrenchment 1.02 I had uploaded both sins 1.16 and entrenchment 1.02 un-official reference files that you can download you also probably will want the complete forge tools which includes a pdf on how to mod sins and can be downloaded on the sins download page harpo [/quote] Just so
Say, Was this automatically generated, or done by hand? If the former, could the script be released? It's a marvelous tool for quick overall summaries. :)
In general, the TEC tends to have abilities that interlock to form the line of battle, but not quite to the same synergy as Advent. An example is a Dunov defending a Marza or Kol. As it stands at the moment, the Marza is strictly superior, so the Kol is bought mostly for Flak Burst in response to the 1.1 buff to fighters (Which made carrier swarms highly popular). A pair of Dunovs supporting another ship is even better - they can heal the friendly capship, and take care of one another
Done and done.
Developer.exe is essentially the basic exe, with all the debug warnings turned back on. Thus, if it crashes, it will tell you why - and that 'why' is very frequently a single mistake in an .entity file somewhere or the like, so it turns it from a needle-in-a-haystack scenario to an "Oh, I need to look at X." It's a massive reduction in bughunting workload, which is why we've been hurting so badly for it not being updated.
Fair enough. :) Oh, I am so very looking forward to this. The manifest files were really giving me a headache...