I doubt they'd do the dreadnaught thing - the expansions are intended to be standalone. Imagine the chaos of having a dreadnaught... and no modules to expand. :P
ReiverTA
Howdy folks! I'm asking in here because truth be told, my impression of the community is that the vast majority of Sins players either don't pay attention to the online options, or are multiplayer oriented and have little interest in mods (other than graphical ones)... so if I'm going to ask for the opinions of what people would like to see in a mod, I may as well ask in the modding forum! However, I'm working on the framework of a mod based on
[quote who="cszolee" reply="5" id="2169168"]And besides, realistic accuracy would cause enormous lags. Consider Supreme Commander: all projectiles are physical objects, not just graphics. In larger battles (100 units vs 100) it will kill my X2 @ 2300mhz. Now imagine the same with 1000 vs 1000 Sins ships, with all of them firing multiple shots. [/quote] Ah, but there's a big difference between having to run a physics simulation to measure impacts, and simply
Hmm. Now I'm wondering about the flipside: Is there a way to have a special ability buff [i]grant[/i] the ability to attack Fighters with normal weapons?
Are you meaning you want it even faster than the game settings 'fast' modes allow?
On the basis that it could remain interruptable (Which is a seperate tag in entity files), I'd be entirely behind that change. Negates the ability for 'silly mistakes', and forces one to commit a little more than now.
I'd quite like it if piracy were a more endemic problem - say, in low-loyalty systems, you had the occasional problem of craft appearing and raiding your trade ships and the like. Bonus points if pirate bases could be more often based on the little 'useless' rocks you have floating in some star systems. Not that I mind the mercenary nature of them too, but some home-grown piracy could help the feeling of scale.
Actually, I was about to reply when you logged out ;) I tend to take a bit to notice traffic, given I admin another network so get pretty used to the thing blinking at me all the time, but I try to converse when I'm about. All it'd take is a few others to do the same and it could be pretty decent.
A story would be nice; but I suspect that would be a full expansion (or a set of miniexpansions - one story per race). What would prove more practical would be the idea of more finetuning of planets - it'd be nice to feel you were actually building up an empire rather than creating starship factories. And an enhanced research tree would be lovely. I'd also be happy to see more ships and variety there too, but that's almost a given. ;) But yeah, other than a story, the real gam
Oh, excelent point. Had forgotten to state that explicitly. Edited the suggestion to include that too then - the point was Alt+click = "Everyone, do as I say please" ;) (Idly, just out of curiosity - does the Karma thing tend to attract more attention to a post in here, or is that a sidenote entirely?)
Any idea when people are on it?
I've been hopping on recently to discuss conceptual stuff about potential mods and the like. If that sort of thing is interesting, anyway. It's not like it was being used for much else ;) On a sidenote, when was the last time devs or the like showed up? I get the impression it was a long time ago, but I'm just curious.
I've been trying to set up a mod for SoaSE 1.15/1.16. Even loading an untouched set of pristine data files into 1.15, the thing crashes. I then tried to reinstall Sins in case there was a problem, but of course Impulse has thus left me stuck with v1.16 :P So before I can even troubleshoot further, I guess I should ask if we can either have an updated version of ForgeTools, or if there is a way to tell Impulse to only update to 1.15?
Actually, I get the same error when trying to load it into 1.16 as well. And 1.15. I'm trying to load in the completely unchanged ReferenceData entities in, nothing more, and it's minidumping every time in both 1.16 and 1.15 (Developer exe). So I'm a bit baffled. Is there any way to tell Impulse to only install up to the 1.15 version? That may be the problem there...
Just as you can hit alt+click to select all the units of the same type, I'd like to be able to hit alt+click on an ability and have all units with that ability activate them at once. This would include the same behavior for right click setting autocasts - at the moment, it's inconsistent. I find it an eternal bugbear of the special abilities that you have to either leave them on autocast, or trigger them individually - getting a pack of Kodiaks to Intercept as a group, or even a pair
While I'm pretty much neutral on the idea, if it were to be installed I'd suggest it was tied into the emergency shelter planetary upgrades. Whether this was by-level (So higher level shelters allowed more mitigation or suchlike) or static is a balance concern. At the same time, while I'm neutral on it being in the game, I'd love it if this were [i]possible.[/i] Modding possibilities galore!
[quote who="Cykur" reply="12" id="2114736"]As to counter that. Late game for TEC the Kodiak has a 'rush the target' ability. Use this to get in range of the carriers, then a few Kodiaks will tear them apart, unless their cap carriers, of course. In theory I love rush to target, but in practice it annoys me to no end, because if I have a lot of Kodiaks selected, I have to tab through them and trigger the ability for each one. Otherwise just the first one in the group selected