Therax

Therax

Joined Member # 2376172
0 Posts 33 Replies 637 Reputation
Reply to Artifacts in Sins Modding

The effect is determined by the first header line, not the ResearchSubject line. The way to read this entity is as follows: artifactHullRepairOverTimeIncreasePercent # Increase HullRepairOverTime ResearchSubject "RESEARCHSUBJECT_ARTIFACT_HULLREPAIROVERTIMEINCREASE" # The amount of increase is determined by the amount of research done on this subject Base 0.0 # At level 0 of research (no research done), the "base" improvement is 0% Delta 0.050000

5 Replies 5,362 Views

Hmmm, nothing stopping us from changing our star meshes into black hole meshes. Now if we would could just make 'black holes' dangerous to ships That's not so hard. The area around a star already has a constant effect on ships: +5 antimatter/second. It's trivially easy to change that to -50 hull/second, and call it "tidal forces buckling the hull."

15 Replies 14,109 Views
Reply to Mass in Sins Modding

Oh, and I ran across this because in my mod , I use this ability to launch space mines, with a much lower mass. When I initially tried it, the impulse from the unmodified Sova ability threw the space mines at breakneck velocity across the gravity well. They didn't stop at the boundary either, just kept flying into the void.

8 Replies 6,265 Views
Reply to Mass in Sins Modding

Here's one specific example, and the only one that I'm aware of: the Sova Carrier's Missile Turret ability. More generally, capital ships can create other ships on the fly. When these ships, like the missile turret, are created, they are "kicked" away from the mothership with an initial impulse. (Check out AbilityDeployCombatTurret.entity.) The initial impulse is combined with the mass of the created ship to determine its initial velocity. After launch, normal ship movement takes ov

8 Replies 6,265 Views

Only strike craft (fighters and bombers) can currently be missed. The data for everything else is set to 100% (barring the enemy's use of counter measures). In the Sins Universe, technology has advanced sufficiently that hitting large massive objects with minimal manuoverabilty (i.e, frigates, cruisers and capitalships) is a virtual guarantee. Even today, the use of computers and our knowledge of Newtonian Mechanics makes targetting pretty much a non-

29 Replies 8,817 Views

I'm entirely in agreement. I mostly see the issue with capital ships. Let's say I build two at 45 minutes into the game, and then an hour later I lose one. Currently the graph draws a straight diagonal line from (0:45,2) to (1:45,1). What I'd like to see is more like a horizontal line from (0:45,2) to (1:44,2), and then a very sharp drop from (1:44,2) to (1:45,1) to show the loss. After all, I did have 2 capital ships for an hour!

4 Replies 1,744 Views

Correction to 3) above: I meant to mention the "Flak Burst" as an example of a 360 degree ability. Hooray for copy-and-paste!

10 Replies 7,334 Views

My mod, Kin of the Stars, implements a supply system for antimatter. The basics of how it works: 1) Antimatter is not lost during phase jumps. 2) Ships cannot regenerate antimatter themselves. 3) Supply ships can transfer antimatter from their own supply to nearby ships with less than full antimatter. 4) Repair platforms refill antimatter of nearby ships with less than full antimatter, including supply ships. It works fairly well. Download the mod <a href="https:/

29 Replies 5,505 Views

Sins currently has three types of firing arcs with varying amounts of "tolerance": 1) Weapon systems (front, back, left, right) with 180 degree arcs 2) Abilities with the "needsToFaceTarget" flag set -- like the Kol's Gauss Blast -- with 0 degree arcs 3) Abilities without the "needsToFaceTarget" flag set -- like the Kol's Gauss Blast -- with full 360 degree coverage We really need more flexibility in setting weapon arcs for both weapons and abilities. Visually,

10 Replies 7,334 Views

Right now all weapons fire based on a fixed cooldown delay. What this means visually it that if several ships start firing simultaneously, for example if an enemy fleet jumps into the gravwell, that group of ships will *always* fire simultaneously for the duration of the engagement. It's hard to imagine crews being able to coordinate their fire that perfectly, down to the fraction of a second. It looks especially bad when rapid fire weapons (such as those on the flak frigate) are invo

1 Replies 2,576 Views

Wow, there's a lot of confusion in this thread about what is/isn't possible with Sins *right now*. The quick answer is that it's easy to make a ship with a phase inhibitor that has a limited range, or that affects friendlies as well as enemies, or that costs antimatter to use, or that has a limited duration, or that forces the ship generating the field to be immobile, or many other variations on the effect. I've been thinking of writing up a document with everything I've learned about

1,324 Replies 1,499,839 Views

That looks like texture corruption on the skybox to me. Note that all the ships and trails and UI elements look fine. The only problem is that horizontal band around the skybox and one other section. I had similar texture corruption on an older video card when I managed to get water on it. It worked fine otherwise for weeks, then died completely without warning. I also only got the texture corruption in one game (Company of Heroes). So I would be concerned about whether som

26 Replies 10,809 Views

Ships will fire if they have anything in their firing arc whether they are moving or not. This is most apparent with capitalships because they have weapons in many banks (often even in the rear so as they retreat you will see them firing back). You don't see this as often with frigates because most of them only have front firing weapons with narrow cones. In my experience this works if ships are moving, but doesn't work if the ship's current ord

7 Replies 4,841 Views

+ New Trade Ship system. Made much less opaque and longer trips are worth substantially more. This is probably the change I'm most looking forward to. Economy is everything in 4X and RTS alike. I don't see anything about ships shooting at targets of opportunity. It really bothers me when my Kol's side and rear guns are just sitting there silent, even though th

110 Replies 140,688 Views

Quite frankly, the existing cruisers should be called "destroyers," given their relative power level to the smaller frigates. Besides, a "cruiser" generally is a capital ship in most naming conventions. As for the main issue here, is there a hole in capability between the current "cruisers" and capital ships? Yes. Is the right way to fill it to add an all-purpose ship without a clear counter? I don't think so. Beef up the Kodiak, both in power and cost, I say. It should sti

60 Replies 17,808 Views

if theres still a problem you could have new colonies start with injured infrastructure... I like this solution. It's not like a colony springs fully formed from the bay of a colony ship. Make it spawn at some lower level of infrastucture and then slowly build up (repair) to full. In the meantime, your fleet needs to be able to screen the planet from any siege in the area.

32 Replies 16,130 Views

I don't see how whack-a-mole becomes a problem when we have phase disruption. Going go an open system means that any of your worlds can come under attack, but if you have phase disruptors spread around, the enemy can't exactly wander from planet to planet to stay ahead of your defensive forces. At each planet, they need to fly from the edge of the gravwell to the center, destroy all phase disruptors, and then fly back to the (proper) edge of the gravwell to move on to the next planet. This se

29 Replies 15,889 Views

I haven't actually changed costs or income, so you're experiencing a basically unmodified economy. I have plans in that area to address costs and the early credit shortage. I can tweak the buildable area on a per-planet-type basis. Right now the asteroids have a 2000 unit build zone, up to 7000 for most planets. Do you feel that it's too cramped even for your homeworld?

60 Replies 47,145 Views

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 9,479 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 15,132 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 10,358 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 27,650 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 47,145 Views