DeadlyShoe

DeadlyShoe

Joined Member # 2406025
1 Posts 176 Replies 11,380 Reputation

The real problem with a true cloakable ship - even if you fixed the icon problem - is that it's a lot of micro to gain any benefit from it, unless it's just a super unstoppable scout ship.

52 Replies 39,383 Views

I think it's a general consensus that you can mod however you want on your own system. ;) If I were you, I would get entrenchment, maybe nab an Entrenchment-compatible mod and give the new gameplay mechanics a try. You could patch over some elements of 7 Deadly Sins pretty easily. For isntance you could keep the neutral spawns by merging the GalaxyScenarioDef file, taking care to eliminate non-stock spawns.

9 Replies 4,557 Views

Look at the main post. [quote]Extract 7z file to your C:\Documents and settings\ \Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\ \ path (Vista is slightly diffrent, I think it is C:\users\ \Application Data\Ironclad Games\Sins of a Solar Empire\Mods\)[/quote] You need to either extract the 7z file to the correct directory, or you need to extract the 7z file and then move the SOGE&nbs

1,730 Replies 4,156,589 Views

Capital ships have a natural ability to suppress enemy culture that varies with level, but they can't create culture through that. And yes, you can make a ship a culture hub through an ability. (You can make it a 'hidden' ability if you use the fifth slot added by Entrenchment.)

1,730 Replies 4,156,589 Views

Is the spawn chance is on a per-group or per-ship basis? Also, is there any method of making mutually exclusive spawns in the same entry? That would be super helpful. The workaround (creating duplicate planet types) seems like it should work but it also seems like a lot more work. xD Incidentally, the Vasari Gathering template has an error in it - the third group has 5 items but only has 'items 4'.

10 Replies 44,828 Views

[quote]And Reflex weapons in macross where some sort of super weapon beyond all science when in macross that was just the in universe name for nukes.[/quote] Eh? Anyway, I know someone half-did a macross mod for homeworld, so there's models floating around somewhere.

7 Replies 6,510 Views

Nonsense. Knowledge is worthless to them. What can the enemy do? Either they keep their starbase in reserve - in which case you get the fleet vs fleet fight you are seeking - or they keep the fleet in reserve and try to chase you around with the starbase, which is absurd. Since it's the AI, they will do neither and just chase your first fleet with both fleet and starbase. Run that sucker ragged. P.S. Mines just make it work better. They arn't necessary.

54 Replies 29,002 Views

Nerull we are talking about a lategame maxtech scenario. People are going to respond accordingly. Anyway, if you are fighting the AI, you can lead it around the gravitywell by the nose. While mobile, the starbases arn't exactly fast. You should be able to seperate the fleet and the starbase. In fact, draw the fight to the far side from your jump-in point, [i]then[/i] push your own starbase in. Using mines to cover your starbase construction (as per Osiriszyos) will help greatly.

54 Replies 29,002 Views

[quote]2) the range on the weapon is not 10000, it stays vanilla spec even though i changed it here "Range 10000.00"[/quote] You are restarting Sins right? If you're loading a game for test purposes, try building a new frigate. Try starting a new game. Make sure your modified file is in the manifest. Make sure your modified file is in the playerfile.

12 Replies 10,739 Views

People have said it before, but simply attacking another system (using the Kostura or by using a feint to slip an Antorak by) works fine. He can't possibly have an upgraded starbase at all of them. Get your own starbase built ASAP, get a phase stabilizer on it, and you're in business. Now there are two chokepoints. There arn't a lot of maps with both single chokepoints and the resources to max-tech anyway. Which are we talking? PS- Anyone know if the Kostura node abi

54 Replies 29,002 Views

You could make stars into a regular planet type, delete the current stars, and set up a one-system map that way. You shouldn't have every planet connecting to every planet anyways, in Honorverse you had to fly normally between grav waves in many spots. You can use that to break up the map with large storm sectors. As long as you keep the number of choke points very high they might as well not exist.

44 Replies 30,574 Views

I'm 80% certain it tells the ship which of its weapons to use for the orange range circle. 0 is the first weapon, 1 is the second weapon, 2 is the third weapon.

12 Replies 10,739 Views

https://forums.sinsofasolarempire.com/310084 ^armor Mitigation is a straight reduction of damage. It applies even if the shields are down. Every point of damage a ship takes increases its mitigation, but mitigation drops at a flat rate. As long as you are taking more damage than that flat rate your mitigation will increase over time. There's a minimum of 15% mitigation that applies to every object with shields. Most ships have a maximum of 6

2 Replies 2,257 Views

I'm trying to create a Capital ability to spawn fighters at the edge of a system. I'm using FleetBeacon as a template. Directly spawning fighters seems like a no-go, so I've shifted to using SpawnSquad on a 'leader' frigate. The fighters spawn alright so long as I give the frigate command points, except they tend to spawn waaaaaaaay outside the play area since apparently ships can use abilities while Dark-Fleet jumping in. <a href="http://www.deadlyshoe.com/SINS/spa

1 Replies 4,786 Views

[quote]abilities and death explosions/debris are the big things I am investigating now.[/quote] One problem seems to be that "FixedLevel0" abilities sometimes don't work on capital ships, most notably Demolition Bots. Or possibly it is a research requirement problem.

1,730 Replies 4,156,589 Views