IonBlast lvl3 has a CoolDown of 9 seconds with a duration of 7 seconds. It has an Antimatter cost of 65 while the Akkan has (at lvl 4 where you get the lvl 3 IonBlast first) antimatter reserves of 260+3*35=365 or about 5.5 shots. Lvl4 Akkan regenerates 1.15 antimatter/second. 5 shots * 9 seconds cooldown * 1.15 antimatter/second = 51.75 antimatter regenerated in the time it takes to shoot 5 shots, thus you get a total of over 6 shots. There
Therax
Just to make sure I'm not crazy, I just started up a new single-player game, and IonBlasted some pirates. No effect on shields, just stops the shields from regenerating. I don't doubt that your Marza's shields got chewed up, but it wasn't the Akkan doing it.
Full shields down? I've never noticed such an effect, and looking at the data files, I don't see it either. Novaburst listed all of the effects above in reply #4, and the only one that applies to shields is DisableRegeneration. Are you sure you're not confusing the IonBlast ability with something else?
I should have noted that there are a bunch of other changes in my mod, and battles with 10 capital ships on each side aren't uncommon, so in that context, losing the use of one of them for 10 seconds, while annoying, isn't cripping.
Duration of the IonBlast in stock Sins is 3 seconds at level 1, 5 seconds at level 2, and 7 seconds at level 3: [code="c++"] finishCondition finishConditionType "TimeElapsed" time Level:0 3.000000 Level:1 5.000000 Level:2 7.000000 [/code] It's really shamefully short. As I mentioned, I've bumped my durations to 10, 15, and 20 seconds, and it still doesn't seem overpowered. <img src="http://images.stardock.com/sd_com/smiles/Smile.gif" border=0
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
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.
"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/
When new frigates are spawned from an ability (e.g. the Sova's Missile Turret), they should inherit the current target of the spawning ship.
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.
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.
Rather than trial and error, I'd say to just disable all network interfaces except one, the one you actively want to use.
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
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
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
I've seen this as well. It's rather distressing when the whole AI fleet does this, rather than just a lone scout. I've seen an entire fleet engagement happening in the space between planets.
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,
Thanks for the response Blair, and for the clarification on the difference in purposes between beta 3 and beta 4.
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.
https://forums.stardock.com/?forumid=443&aid=154920
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
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
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?
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.
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