Therax

Therax

Joined Member # 2376172
0 Posts 33 Replies 637 Reputation

Yes, the premier mod for Sins (being the only major mod that's playable) is back! Newly updated for beta 3, Kin of the Stars is fully multiplayer capable. Single player has been revolutionized by engine improvements to the AI, and a more restrictive research system that helps keep the AI focused on what's important: killing its rivals! You now need to do research to be able to build capital ships, even your initial flagship: Bilge-class cruiser (Kol) requires the level 1 p

60 Replies 47,177 Views

I'll second the praise fot the selection-based empire window. Now that it's in, I never use anything else. The standard empire window just got too cluttered as the game progressed.

38 Replies 45,763 Views

"DisablePhysics" does indeed disable the sublight engines of the target. However, this means that the target behaves like a Newtonian body: it continues in the same direction and speed, it's just unable to maneuver . In my mod I have extended the IonBlast ability to 10 seconds. What I've found is that when a Kol that was turning to engage a target gets hit with an IonBlast, it continues rotating in helpless circles for the 10 second duration that its engines are disabled. <br/

32 Replies 11,525 Views

Display of current resources (credits, metal, crystal) should be floor()ed before display. Right now it seems to be rounded, and it's possible in the early game (when income rates are low) to have the screen showing 55 metal, and yet still be unable to build a Cobalt light frigate.

272 Replies 216,542 Views

More importantly, fighters are a lot less flexible than frigates, from a modding point of view. Fighters, for example, can't have abilities — there isn't a field for them in the fighter data files.

4 Replies 4,153 Views

Rather than trial and error, I'd say to just disable all network interfaces except one, the one you actively want to use.

10 Replies 2,683 Views

Argh, board chewed up my code blocks. Here are the four blocks in order: Ethernet adapter Onboard GigE LAN: Connection-specific DNS Suffix . : orionnet.net IP Address. . . . . . . . . . . . : 192.168.10.20 Subnet Mask . . . . . . . . . . . : 255.255.255.0 Default Gateway . . . . . . . . . : 192.168.10.1 Ethernet adapter Airlink AWLH-3026T: Connection-specific DNS Suffix

272 Replies 216,542 Views

To clarify Nanite's comment, Sins binds to a specific network IP address, taken from one of your network cards. For example, here's my ipconfig output: [code="a"] TCP 192.168.10.20:139 0.0.0.0:0 LISTENING TCP 192.168.10.40:139 0.0.0.0:0 LISTENING [/code] When I run Sins, it binds to the 192.168.10.40 address: [code="vb"] TCP 192.168.10.20:139 0.0.0.0:0 LISTENING TCP 192.168.10.40:139

272 Replies 216,542 Views

The problem is that when i play thru the game, and when im able to build another capship, id rather build a capship then 10 cobalts. See, this is the problem as far as I'm concerned, right there. This suggests to me that capships are too effective for their price, or that frigates should be more powerful at the same price. There needs to be a counter for massed capital ships; something that makes you as a player want to have a more well-rounded flee

24 Replies 38,210 Views

I'd like to add my vote for the old entrapping behavior. When I assault a planet, I expect it to be a battle to the death, and I expect my opponents to come in with the same intent. This is not about trapping the AI; I want to trap my opponents in multiplayer, too! If the AI is having trouble with getting trapped in fortress systems, I'd prefer to see the AI's use of scouting improved instead (and an improved capability to judge its ability to win a given encounter, too). After all,

70 Replies 63,271 Views

Thanks for the response Blair, and for the clarification on the difference in purposes between beta 3 and beta 4.

10 Replies 7,338 Views

Just wanted to bump this now that Beta "2.5" (0.78[b]) is out. This is far and away the biggest missing feature for me in Sins, both from a game balance point of view and a "feel" / visual flair point of view. Certainly I want to see this in place before Beta 3 and multiplayer balancing begins, since (as I describe) it's a huge factor in balancing different ships.

10 Replies 7,338 Views
Reply to Carriers in Sins Modding

https://forums.stardock.com/?forumid=443&aid=154920

34 Replies 26,197 Views

1. Go to http://babbage.cs.qc.edu/IEEE-754/Decimal.html. 2. Type in the number you want in the "Decimal Floating-Point" field and hit the "Rounded" button. 3. Look down for the field called "Hexadecimal" under the section "Single-precision (32 bits)". Copy the value (8-characters) to the clipboard. 4. Open Windows Calculator (calc.exe), via Start->Accessories->Calculator. 5. Select View->Scientific. 6. Select View->Hexadecimal (or click the "Hex" radio button). 7. Paste

9 Replies 10,516 Views
Reply to Carriers in Sins Modding

Does anyone know if units can be added? Or must they be modded over existing units? I'm thinking that certain mods might be fun if you could have (say) 10 types of frigates, but only 2-3 cruisers. Or something... Adding additional units is pretty straigtforward. I encourage everyone interested in modding to download my mod and spend some time examining what I've done. The short answer is, PlayerTech.entity is the critical file to add your new units to the v

34 Replies 26,197 Views

Again, why fiddle with costs which may or may not be enough (depending on your specific galaxy and opponents), when you can simply disable it entirely as I've described?

9 Replies 9,208 Views

GameInfo/RESEARCHSUBJECT_REBELLION.entity Look for the line tagged "MaxNumResearchLevels". Change the "2" to a "0". Done. You may have to start a new game for the changed value to be picked up.

9 Replies 9,208 Views
Reply to Carriers in Sins Modding

Cheating to test this sort of thing is pretty easy. Look in PlayerTech.entity, under the "galaxyGeneratorInfo" section. This defines the ships you start with at your homeworld. "kingCapitalShipDefName" is, of course, for your Kol flagship, and changing this to specify a carrier is easy. Also, "frigateDefNames" defines the members of the group of starting ships you get whether flagships are enabled or disabled. Despite the word "frigate" in the name, you can put capital ships here, too. Fo

34 Replies 26,197 Views

Ron, your scheme works, but it's less compatible with the standard "hold down the RMB and move the mouse to determine facing" for group moves.

15 Replies 22,900 Views

I think the terms you are looking for are "pure pursuit" (pointing your nose directly at the target), "lead pursuit" (flying towards where you expect the target to be in the future), and "lag pursuit" (flying towards where the target has been in the recent past). BTW, although lag pursuit sounds like it has little use, it's an important part of combat maneuvering if you want to end up behind your target, especially if you are moving significantly faster than the target is. With

34 Replies 8,377 Views

I can't remember the last time I clicked the "move" icon in an RTS. IMO, if 3D movement isn't accessible via the RMB, it's not going to get used. Here's my suggestion on how to work it: 1) Move your cursor to your desired position on the X-Y plane. 2) Push and hold tilde (~), which instantly fixes the X-Y position and allows you to move the mouse up and down to select Z position. 3) Right-click at your desired Z position. That's it. If you pushed tilde at the wrong t

15 Replies 22,900 Views

The game alerts me that the Kol will be firing out of ports it lacks, but then graciously allows me to play anyway. Actually, the game is informing you that there are weapon ports on the model (the forward and aft autocannon turrets) that don't have weapons assigned (because you disabled them). On the contrary, if you try to add weapons where there aren't associated weapon ports on the model (say, you tried to make the Kol fire beams to the rear), then the g

2 Replies 2,074 Views