[quote]I like the changes, but I think we should still consider including SC as a separate group with its own max targets (that's a very solid approach imo).[/quote] I'm not set either way on this either...part of my really likes affecting SC since they are so instrumental to FFing...but part of me wants to avoid SC since it will be hard to balance... [quote]As for the numbers: I like the sound of your previous suggestion (40/80/120) but I haven't tested that so I can't say to
Seleuceia
[quote]I mean, I'll probably keep the hull restoring animosity for my own use, and the increasing antimatter cost still strikes me as weird on most abilities (though that is pretty trivial), but that is about it.[/quote] Hey, by all means take what you like :-) If any of this will help anyone enjoy the game more than they do now, then it was well worth it... [quote]My one serious suggestion would be if it is possible for an ability to increase planet bombing damage, to u
The most recent version of this mod (v0.40) is now being released...it is not necessarily the final version but it is very close... Most of the changes made since v0.32 regard the Radiance and have been discussed in the above posts...the only other changes have been minimal (Jarrasul's colonize duration decreased and EMP antimatter costs decreased)...also, a new string file has been added with ability descriptions taking into account the changes implemented (Animosity, GRG, Clairvoyan
[quote]I think because there is a perception, possibly correct, that the online players would not bother to download and use it.[/quote] I think you are correct...but, hopefully this will continue to get contributions and ideas...I'm thinking of releasing several mini-mods so that people can pick and choose what small tweaks they like so that they can use them in MP games with just friends or in singleplayer... The only issue I have with your damage sharing with the R
[quote]I've decided this forum has lots of viewers but not a lot of responders. Do you have stats on the number of downloads of what you have done.[/quote] I concur...the most reason version of the mod has 4 downloads...every time I've changed versions, I don't remember seeing a download count of more than 5... [quote]Personally, I think a community mod would require 3 or 5 community members (majority rule) to vote on changes before accepting into a released mod.[/quote]
I'll just throw this offer out there... I have no problem playing with new players...I'm not a pro by any means but I can give some tips and I'm willing to actually play on normal speed...if you're afraid of playing against a human, there is always the option of playing against the AI... Hope to see more people on ICO :-)
Ruthlessness does not stack either...and it does not affect SC...generally speaking it is regarded as something not worth researching (unless you have nothing better else to do)... Phase missiles bypass shields and shield mitigation...I've had capital ships die with full shields because of phase missiles and Vasari bombers... The Vasari ability that prevents passive regeneration is tied to Phase Missile Platforms...once researched, any ship hit by the phase missile platform wi
I've been continuing my game to test animosity, and here are my thoughts so far... Right now my fleet is using about 800 fleet supply (I have 5 upgrades which puts me at 1090 fleet supply)...Right now I have 3 caps and 10 Aerias (350 supply), 6 Iconus Guardians (42 supply), and 56 combat ships (Destras, illuminators, defense vessels)...if you count all the ships in my main fleet with weapons it comes out to 65 (56 combat + 6 guardians +3 caps)...right now I'm using over 40% of the max
Energy Aura does not stack...most AoE abilities don't... Meteor Storm is not weak, trust me.... Level 2 meteor storm does 750 damage per use...shields will mitigate that so 57% shield mitigation is going to bring that to only 323 damage per use...now, against an individual target that really isn't that much...however, meteor storm affects infinite targets...against large fleets, it is the most damaging thing in the game (save a kostura or the red button)...now, Vasari
[quote]what if i want to install sins on another computer of mine? is that allowed[/quote] Allowed as in it will work? Yes, it will work....you can have an unlimited number of copies of your game installed...impulse will not prevent you from installing the game on any computer even if you use the same account over and over...you can have multiple instances of the same account play with each other even in multiplayer... Allowed as in is it legal? Monk may be rig
I let 7 different friends of mine play Sins on my account (some of them I actually just let borrow my laptop for a day)...all 7 of them now bought the game because they enjoyed playing it so much.... and all of them bought trinity... Was it perfectly legal? I don't know, nor do I care...I now have 7 friends to play this game with, and Stardock just sold Trinity to 7 different people because I let them play my game...win win situation for everyone! Letting someone
There are several types of things that can be modded...I'll speak for the two that I am familiar with... There are a bunch of text files that control things like ship stats, abilities (duration, antimatter cost, effects), technologies, etc etc...basically, most everything in the game that is not sound or graphics is likely controlled with simple text files...you won't of course be able to edit these files as they are since they are currently in "binary" format...you will need a progra
[quote]Again the only real issue is multiple Radiances, which I fear can only be controlled with a target cap.[/quote] A good point....why I finally got rid of the infinite targets... I think animosity is useful on the radiance because I think other capital ships are better choices to target first...nevertheless, the Radiance is still the least resilient battleship... Energy absorption could be buffed (armor values of 1/3/5 or 2/4/6 or 1.5/3/4.5) and/or animos
I am fairly certain with entrenchment and diplomacy that phase stabilizers don't affect trade... [quote]they always messed up my route then again that was pre-entrenchment[/quote] It's been a long time, but I think I remember this too...I think the mechanics were reworked when starbases were introduced...
I am testing animosity right now with the numbers I've posted before... I haven't played a real game of sins in SP for a long time so I've decided to finally do that...it's on normal speed so it's taking awhile... As usual, I built a progenitor first, and then I built a Radiance second with an animosity/energy absorption build...here are my conclusions...granted, this is the AI, but still I think some of these things are valid... I brought my forces against an
[quote]I'm thinking that this should probably be a protective ability that can be used to either preserve the Radiance or another capital ship. Those kinds of abilities are definitely needed in this game.[/quote] I agree...and animosity should be able to do this as it is...nevertheless we aren't really getting anywhere, we need specific values or tests with specific values...eventually I'm just going to update the mod with whatever values seem to be a good idea at the time,
[quote]so every time I have said GRG sucks on this forum... multiply it by .75 please.[/quote] :-) Now, Kharma...let me make sure I'm understanding you correctly... Current, shield projection on the Iconus Guardian means that some of the damage suffered by nearby ships is shared by the iconus...are you saying apply this concept to the radiance so that it takes damage when nearby ships are attacked? An interesting idea...a very interesting idea
[quote]2) I don't think an ability for a cap ship needs to *only* affect its proportional third of frigates. I understand your logic here (and I think a cautious approach is important), but the target cap is not its only limitation so it doesn't necessarily have to scale in that sort of limited proportion. [/quote] This is a good point...after all, Telekinetic push or Jam Weapons don't exactly affect only their "fair share" of targets... So, what numbers do you sugg
In a perfect world animosity should disrupt FFing on a high priority target, like a starbase or another capital ship.... The issue is that if you make one Radiance really good at this, multiple Radiances become too powerful... Bumping up the max # of targets from 8/16/32 to 10/20/30 in the grand scheme of things won't do a whole lot...yet, making these numbers larger and/or extending the range can become problematic... Given the abundant antimatter this ship has, I sa
[quote]You probably want to re-download the newer version posted, because the Kols shield ability was no longer passive for me when i updated... Probably a similar error... EDIT: After re-downloading ability returned passive =][/quote] Had some small issues too...problem is I have the "official version" and then the "working version" (well, several of them actually) so small things sometimes get looked over... I think the entity manifest was missing...fixed this, ma
First off, if you downloaded v0.32 before you may want to download it again...I accidentally uploaded the wrong folder...it had 5 files replacing each of the advent capital ships with a radiance that could only use animosity...you can simply delete those 5 files (the bottom 5 in the GameInfo folder) or download again...my apologies... [quote]I set my version to 2.5 seconds with the following reasoning.[/quote] Was just curious...yeah 1 millisecond is probably over kill but I w
I personally vouch for increasing the max number of targets...since an infinite target limit seems rather unpopular, I'll suggest some numbers... First, let's determine the average ratio between capital ships and number of frigates/cruisers...early game you will likely see a player field 2 caps and have 2 fleet upgrades...that is 400 fleet supply, with 100 of it used to support two capital ships...therefore, the early game ratio in terms of fleet supply is around 1:3... Mid ga
Updated mod... v0.32 only changes Animosity Zombie's method has been implemented...BuffTaunt now re-applies Force Attacking every .001s... As of right now, Animosity is no different than the original version of the game except for this one change... This ability needs to start from scratch...we have the fix to BuffTaunt that makes this ability work... Now, we need to examine the other parameters and determine if they need to be changed as well:
First I want to thank you for doing extensive testing on this... [quote]The difference is I only changed the BuffTaunt.entity. Atleast in the versions I have your mod, you have had the BuffTauntSelf.entity also applying a periodicAction to BuffTaunt (with some mix of a instantAction or periodicAction in BuffTaunt itself).[/quote] An important distinction...you are correct, the periodic actions I used were only in BuffTauntSelf, and that was what prevented ships from turning at
[quote]I'm not sure your explanation of how this ability will work in multiplayer is quite correct. A simple scenario is I won't just use one Radiance to exploit this ability, I will use at least two overlapping the majority of my fleet. Not to mention the two Radiance overlapping will grant the same repick target and chance to not be optimally targetted to each other.[/quote] Let's think about that situation...if you have two Radiances overlapping with animosity then that means they