I'm looking at the pirate scripts now and trying to figure out what's wrong. I think the problem might be that the pirate raids are getting too big and the max supply for their ships isn't set high enough. I might release the default pirate raid files as a temporary fix. I'm having that pirate raid crashbug too. To change the default focus fire, it's a line towards the top of every ship file. It's "PrefersToFocusFire" Just change from TRUE to FALSE. I'll try to have this pirate bug fixe
icedude94
[quote] Cap Ships seem powerful now, at least in terms of survivability, I hate seeing them go pop as everyone focus fires on them for 30 seconds. [/quote] Yea, I'm thinking about increasing their firepower even more after some playtesting. The tripling of their stats is just a starting point to see the effect on gameplay. A frigate shouldn't be able to stand more than 2 or 3 shots from a kol's beam cannon. I'll then have to change other things l
Also modify the antimatter cost or antimatter of the squadron host otherwise the host won't be able to build them.
[quote] hey man nice job. this will be the first mod ill be trying for sins. [/quote] Make sure you play a few unmodded games first to be sure you like the changes.
For the next installment I'm thinking about adding to the number of trade ships produced by trade ports and make the bonuses for destroying enemy trade ships and the loss of one of your own higher to make attacking trade lanes a valid tactic. I'll try to make changes to the way fighters and bombers work. It feels too much like homeworld 2 to me. I also want to slow down the turn rate and firing arcs of all the ships to make flanking maneuvers an effective tactic. It also means
OP updated to v 1.5 Bug fixes: -TEC sova carrier still had vanilla hitpoints and shields -Irregularity in logistics upgrades New features: - Increased supply point max and points per level - Increased maximum capital command points and points per level - AI players give missions with greater resource rewards and longer durations to complete them.
Updated Please post any bugs you find or changes in the log I forgot to make in-game.
Of course they are imbalanced. It'll take hours of testing and changes to really balance it out.I already decided after testing to keep defense platform ranges at default but triple the damage so that you would need long range frigates or bombers to take them out before your fleet could get close to the planet. PJI's will greatly increase the amount of time to make a jump but they will have a reduced range so you'll have to place it close to the phase lane you want to block. I'll also be increas
Thanks for the info. Maybe I'll just halve the supply cost for all the ships. Yea maybe my changes to PJI's is a bit extreme. I'll have to test it on different settings. Maybe I'll shrink the range so you actually have to place it near the phase lane you don't want them jumping through.
[B]Sins Enhancement mod[/B] [color="#FF0000"]V1.7 3/23/08[/color] [color="#FF0000"]Download Link:[/color] http://files.filefront.com/Sins+Enhancement+Mod+v17rar/;9876004;/fileinfo.html Works with 1.03 Sins Plus not yet incorporated Since you guys can't wait. Here's my mod for 1.03. You'll have to wait a little longer to get it with sins plus cuz I've been having some CTD issues after combining them. [color="#FF0000"]INSTALLAT