Therax

Therax

Joined Member # 2376172
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In my mod Gauss Cannon one-shot frigates, but the rate of fire on the cannon is slowed down significantly. (Capships take around 4 shots.) They cost 4x as much, which seems to be not too bad. They still die rapidly to frigate swarms, but any single target usually dies before getting into range.

8 Replies 9,560 Views

According to the data files, there are three factors that influence the pirates' choice of target: 1) number of planets controlled 2) number of civilian ships (trade + refinery ships) 3) bounty On the topic of fleet diversity, I'm fiddling with a mod now to remove the pirates' siege frigates, and to add in cruisers.

16 Replies 15,252 Views

There is no hook to adjust a model's scale as of beta 2 (that I've found). If you want to change the visible size of a ship, I think you'll have to wait for the modeling tools to be released.

16 Replies 10,484 Views

You can only have as many weapons as there are on the model. The Gauss Cannon only has weapon points for the first weapon, weapon:0. (Arrays in Sins are zero-based, so the first one is 0, the second one 1, etc.) For similar reasons you can't add side or rear guns to a model that doesn't have them already. This is why my mod has to wait for the modeling tools to be made available before I can give any of the frigates multiple weapon systems.

35 Replies 27,915 Views

Kin of the Stars has been updated for Sins beta 2! Go and get it while it's hot! There are a few major changes to be aware of: Supply ships are now smart enough to only send supplies to ships that need it. Repair platforms also have the ability to resupply friendly ships inside their repair radius. Due to the above, I can now be confident that supply ships won't waste their antimatter supplying full ships, so they also now have limited supplies! You'll ne

60 Replies 47,542 Views

I like the idea for torpedo bombers, but again it depends on the ability for incoming missiles to be shot down by ship weapons. I don't really like the above stated role for interceptors. When I think of interceptors from reallife air forces, I think of large, fast, heavily armed fighters designed to quickly reach and destroy enemy bombers before they can launch their weapons. Being large, they tend to be less maneuverable than smaller general purpose fighters, and hence less capable

18 Replies 3,946 Views

Another factor that's incorporated into the released mod (in an early form) is the importance of supply. A significant factor in the destruction of the Gauthloth in Seikai no Monshou is that she is caught with only 4 mines onboard instead of her standard load of 10. The fight might have gone very differently if those other 6 mines had been available to take out 4 or 5 more of the United Mankind's missile frigates from long range. A line ship with empty mine bays is just

60 Replies 47,542 Views

nice, I'll definitely try it out once I get the game. I'm a big fan of the anime and the novel. Glad to see another Seikai fan. The series has such depth that I've been trying to mod it into various games for a while now, but Sins is the first one that I think has a real shot at that "you are running an empire" feel. There's a Homeworld 2 mod stalled at AbhNation, and I hope to borrow some of their models once the Sins mod tools are available. <div clas

60 Replies 47,542 Views

So far the game pace has sped up a whole bunch. I was able to colonize 8 planets before I ran into the enemy, but there was only one other. The former scout frigate weapons have been noticeable increased. Yes, the basic destroyer packs a definite punch. I'm intending to move it down the tech tree a ways, and introduce a smaller, cheaper, less powerful ship to serve as the opening scout. Another important part of the balancing for opening game pacing is the

60 Replies 47,542 Views

Anyone given this a try yet and have some feedback to offer? Since I'm likely going to have to rewrite it for beta 2, I'd love to know what you'd like changed in the process. Dreadnoughts too powerful? Kodiaks too weak? (I expect them to be, since they're totally unchanged!) How do you like the early game pacing, now that you actually need to build colony ships?

60 Replies 47,542 Views

To get back on topic, any word for those of us with mod ambitions? I noticed in the patch notes that more mod functionality has been creeping in throughout beta 1, and I hope beta 2 blows me away with added functionality. (I would love it if missiles and other projectiles that can be intercepted are in, so I don't have to kludge them into place as kamikaze frigates in <a href="https://forums.stard

93 Replies 102,044 Views

It's a brand new domain; maybe the domain record hasn't made it around to all the various DNS servers in the world. If your ISP is having problems with getting DNS updates, then you would have no trouble visiting sites that have been around for a while, but wouldn't be able to get to brand-new domains, like mine. I'll upload to another site for those having trouble accessing the domain.

60 Replies 47,542 Views

Kin of the Stars is a gameplay modification for Sins of a Solar Empire, based on the Seikai series of science-fiction novels by Hiroyuki Morioka. This series is more widely known in the English-speaking world by the translated name of the first novel, Crest of the Stars. It has spawned comic book and animated versions by Bandai Visual, and video game adaptations on Playstation, Playstation 2, and Windows PC. And the mod is available now for Sins beta-testers! See <a href="http://h

60 Replies 47,542 Views

Here is another screenshot showing just how much information you can get from the Empire List while using your main view to admire one of your capital ships: http://www.bkorion.dk/sins/beta1/Sins%20of%20a%20Solar%20Empire%202007-05-31%2001-08-58-95.jpg

2 Replies 11,450 Views

The whole game really helps you in this aspect, with smooth strategic zooming. As you zoom out, individual units are first indicated by icons, then disappear entirely into their respective planetary systems. When at this high level of zoom, each planet has a trio of display bars that shows the relative number of friendly ships, enemy ships, and structures. Mousing over these bars shows a detailed breakdown by ship type, damage status, and owning team. There is also the "Empire List,"

2 Replies 11,450 Views

I have to say that I'm generally in the opposite camp. In most RTS's, units move so quickly across the map that unit positioning becomes much less important. In other words, if you keep a blob of forces near the middle of the map, you can usually respond to any threat with little trouble. Sins isn't like that. If you're blindsided by an enemy fleet and you don't have forces within a jump or two, you're going to lose the planet under attack. I love this. <img src="http://images.star

28 Replies 7,002 Views

I have learned a lot about the Ability and Buff entity types, and used them to implement a whole bunch of interesting gameplay tweaks. I'm working on packaging up my changes now.

2 Replies 5,215 Views

Cost checking is > instead of >= Trying to buy a technology with cost 25 crystals when you have exactly 25 crystals in the bank fails. You need 26 crystals availble. This is a real annoyance, particularly in the early game when incomes are tiny, and I reflexively click the button for an upgrade the instant my resource total hits the listed cost, only to have it fail. I've noticed that it is sometimes possible to purchase when the UI sh

482 Replies 356,205 Views

Rise of Nations had handicapping in an RTS context. It was very rarely used for online pickup games with random people, but it was handy for games with friends where you could get a feel for relative skill. Naturally, the functionality was disabled for ranked competitive games.

17 Replies 11,310 Views