Colt556

Colt556

Joined Member # 3065716
1 Posts 9 Replies 154 Reputation

[quote]Quick question...Is the mods folder where you install it supposed to already exist or you create it? I was having trouble locating it but I figure maybe its because Im on Vista and its slightly different?[/quote] For me the folder was hidden, so I had to go to 'Tools' then 'Folder Options' then 'View' and select to see hidden folders, then the correct pathway showed up.

303 Replies 432,434 Views

The rebels should get a special unit that specializes in boarding actions. Make a special animation that it comes up alongside an enemy ship and attaches to it, and it'll have a certain percentage of victory. And if succesfull the rebels would acquire that ship. Since in the SW universe, most of the rebel ships were stolen imperial ships. Even their famous X-wings were imperial designed fighters.

1,324 Replies 1,511,409 Views

What you all must keep in mind, is aslong as they provide us with the tools to make as much depth as we want, that's all that's needed. They may put a cap on how much content to add, but aslong as they give us the option to go above and beyond that limit, the game is fine.

52 Replies 79,976 Views

[quote]I've gotten to the stage where I have a cruiser which can spawn the station, with appropriate stats on the station. I'm trying to see if I can limit deployment to uncolonisables but I'm not sure how feasible that is. Going to make it so the charge rate for antimatter on the station is low but have it be able to spawn turrets. Any other reasonable ideas?[/quote] Actually, worrying about making it only spawn in uncolonizable systems isn't a big deal. Placing outposts in habitble sy

15 Replies 9,891 Views

lmao, oh tell me about it. When I make an advent ship, like a radiance or halcyon. I ALLWAYS want to name it 'Celestial Dawn' but I am exactly ONE letter short. I can only get 'Celestial Daw' lmao. And even then I'd rather name it 'THE (Without caps lmao) Celestial Dawn'. So longer names would be nice.

6 Replies 3,561 Views

Yeah, I must say the Vasari's voices really wear thin fairly quickly. 'What would you have me do?' in that gravely hoarse voice... -shudder.- This is obviously a race who never developed Cough Drop technology.

20 Replies 8,003 Views

I'd say that you give a ship, like the carrier cruiser, the ability to drop a space station. Then, like what Silver said, give it the ability to build other structures around it (But give it a fairly decent number of tac slots atleast, so you could build quite the defense system, since as we all know, defenses in Sins are all but useless unless spammed in large numbers.). But also make sure the station itself has guns and maybe a single squadron of fighters to defend itself. A nice little outpos

15 Replies 9,891 Views

I noticed the mod you posted Quinn, I even Dled it before lol. But it never worked so eh. Plus it still has a little glow around the stars that I don't like, that fogginess bugs me. But you know, for those who say multi-stars would hurt tactics and strategies. How so? Think about it, which is easier 'Ok I put my fleet here and they can't get deeper into my terrirtory.' Or 'Ok I control the entire system but like five planets connect to the sun, so I must figure out how to efficiantly pr

40 Replies 37,131 Views

I for one would love to see more ways to win. When I go online it's really the first to spam LRM's and take more planets, too combat oriented. I'd like to be able to just kill my opponent by turning all his planets to my side through culture, or to basicly buy out all his manufactorers through my economic might (Making it so it takes longer to buy things and they're more expensive or something.) As it stands, Sins is just far too combat oriented for my tastes.

13 Replies 11,094 Views

Box, stop trolling. It's not much to want to have realistic sized systems in your space game. For a while now I've wanted a mod that removes the galactic swirl around stars at max zoom. And if I had that, I'd make my own realistic looking maps. But really man, you need to lay off. Go troll somewhere else. And P.S. I've noticed one of the most limiting factors in map size, are the galactic swirl affects around the stars. My comp could probably support 500 stars, each having arou

40 Replies 37,131 Views

I have come to the conclusion that making the full SW galaxy is impossible. On my map there's like 200 or more planets. But then each planet is really a system. And, for example, I made the Coruscant system in galaxy forge. THIRTEEN planets and one sun, so fourteen in all. For ONE dot on the map. You'll have to take a page out of EAW's book and just make the main planet of a system.

1,324 Replies 1,511,409 Views

Well, even if it is possible, it's still gonna look silly. Without turreted weapons, no matter what it will look odd. Currently it looks odd because it fires straight, yet the projectile goes off in some odd direction. If the fire affect was in some random direction same as the projectile, it'd still look odd because the gun is facing forward, yet shooting at an angle. To be honest, just slap on the affect and don't worry about what direction it's facing.

4 Replies 4,869 Views

[quote]So any other ideas on how to make a almost 200 planet galaxy/universe what ever. If someone could get me a map with stars then I could make it, for now I am still putting random stars. It looks unofficial and its pissing me off. [/quote] If you look back a page or two, I posted the most accurate SW map I've ever seen, you can use that.

1,324 Replies 1,511,409 Views

[quote]So what do you do, spend ten minutes dropping a planet with two capital ships while your entire fleet jacks off?No usually the gravity well is full of buildings which take just as long to destroy![/quote] Actually he's right, more often then not I'll have my cap kill the planet while my fleet kills the rest of the buildings. My fleet will finish killing the buildings like 45 seconds before the planet goes pop, so seige frigates simply aren't needed.

27 Replies 15,688 Views

I like all the ship designs. In a whole the TEC has that 'It's an ugly ass floating brick, but it's an ugly ass floating brick that will kick your ass' look, which I love. The Advent however have that 'Our ships are weakly armored, but look sexy as hell, and our super tech and shields more then make up for it all.' look, which is nice and suits them well methinks. And the Vasari have that 'We're scary and mean and love to fight and so we'll just steamroll you no matter what' lo

172 Replies 78,110 Views

I find a good strategy is to place a refinery, trade port, and media center on every world I have (Some changes are made to asteroids to suit my needs). That way every planet gets good culture, good credits, and good resources.

42 Replies 27,271 Views

I noticed something, it's kinda offtopic but oh well. The TEC and Vasari artillery cruisers were really good, those missile spams will do huge damage to the enemy fleet. But the advents Illuminator flat out sucks. I mean while you can kill like 5 light frigates with 2 or 3 LRM's. You'd need ATLEAST 5 illuminators to take out those same 5 light frigates. Which doesn't make much sense to me.

77 Replies 49,939 Views