I would like to see one (and only one) new ship in Sins. This ship is : The destroyer ! The destroyer would be a bridge between capital ships and cruisers and allow for less of a dependancy on capital ships and kodiaks late-game. Destroyers would be multifunctional vessels, they would have 2 main weapon systems, dual gauss cannons to take out medium to heavy targets and about 4 Point defence anti-fighter guns. These ships would be able to hold 1 squad of fighters and would
Massive_attack
Can i just quickly add something ? Can you please change the capital-ships a bit more, currently i still feel that they are too similar in size and use. For instance The Kol and the Colony -Capital ship are used much in the same way other than the ability to colonize planets, they have much the same armament and are almost exactly the same size. Please, just make them at least a bit more physicaly different. Thank you. Also: could you please add one or 2 destroyers in to act as sort of
Thank you. Can someone at least lock this thread ? its really become useless now.
I just want to know how customizeable the ship meshes would be ? i have certain plans for the Kol...
When it comes down to it this game is about 2 things. 1: blowing stuff up in space. 2: heading up a Galactic Civilization from next to nothing. So with that in mind i think the system makes sense, it would add depth just so long as the buffs you get for being evil/good/in the gray area wouldnt effect combat at all, but rather be more political/economic based. For instance, say you decide to nuke a planet for no aparent reason, your allies would be disgusted at this, an
I think the population shouldnt just automaticly die when colonizing, it happens too fast and is too unrealistic.
I just hope you dont take forever and a day to make those tools available !
Thats Great news ! thank you !
An interesting concept, how about this. The Ethical system should at least in part be influenced in the real time by actions you make. For instance, in SINS you (should) have the option to colonize a world peacefully and quietly via Colonization ships or through military dominance through nuking. While taking it peacefully costs less but is alot slower being evil and nuking should be faster but costlier. The same dilemma can be found in diplomacy. If a faction attempts to ally you and y
Add a building like a Civil Center or something thats kind of a jack of all trades. For one, its prescence in a system would boost population recovery from nuking and decrease time spent upgrading planet-side. it would also spawn about 10 Taxi's that go around to other trade/population centers all over your empire and at each stop generating a small 5$ (extracted from the money spent on whatever the civilian was doing there). Civil centers could also provide basic local militia needs by spawning
When is the next beta comming out anyway ? im sure the people down at IronClad have already found enough bugs to have the beta working now, right ?
Im going to change this to a full fledged mod. After seeing what is possible and what is not, i feel prepared to make a real mod for this when the tools finaly come out. What i plan to do: Add PDF (point defence guns) to every capital ship (TEC at first then the other races) Increase fighter holds and squads Beef up hitpoints and armour while creating this "armoured behemoth" element with the Captital ships. Each side will have 1 (and one only) new ship <b
Okay then, that really sucks guys, totaly killed most mod ideas i had right there.
I see, thanks. You may now trash this thread as it serves no purpose.
Gah thats just too bad ! i really wanted to do that too.
The reason is because you had so many ships. See, the pirates send specific amounts of ships depending on the amount that you have, so since you obviously had a large fleet the pirates made sure to send theyre fleets too !
Im also fiddling with the pirate-stuff, basicly making whole new "mercenary" units that can be made out of the frigate section that are just beefed up versions of the pirate units. One such unit is the updated "pillager" which is now a slow super heavy unit that gets in very close and launches slow moving nukes into the atmosphere. This way if you (or an AI) loses a world to this unit it will feel suitably epic. Im hoping to do the same with the pirate version. Nice to see im not the only one he
but why cant we just stack weapons on top of each other ?
The guns would nearly be only for anti fighter combat, unless of course you like having your ships side by side with enemies. the guns would just be there to help out the carrier's defence when its fighters are out on the offensive. Also, thanks for responding guys !
Bug: when applying the second weapon to the defence gun everything seemed fine, i made the code operate properly, all things considered.. then i ran into this when i constructed the turret with the autocannons: PLANETMODULE_TECHORBITALGAUSSDEFENSE has weapon:1 damage in FRONT bank but no weapon points Obviously i must apply "weapon points" to the first weapon code, i do not know how to do this though. Please help !
Basicly im trying to make a capital ship huge.
You can disable some functions of the interface by going to options then User Interface and checking/unchecking what options you want to leave or not want to leave. Once you have your picture, you can always crop the UI out if neccicary. Hope that helped.
Sadly i can never find those blasted ice worlds ! i always get stuck with useless stuff like lava planets. grr. at least those look cool though. Anyway, i have never even seen an ice world and even if i did the comp would most likely be in control of it Something else i may as well throw out there, Why does the kodiak (and its priate equivalent) look like big super armoured tanks ? I like call
Just make the autocannons weak and have about 3/4 of the range of a cobalt. problem solved.
Update: i think i got it working, the code all makes sense i need to test it first of course but still, its looking good.