Maico

Maico

Joined Member # 3111518
0 Posts 1 Replies 139 Reputation

Im currently working on the mod project for species diversification and one of the things i really want to do is alter how damage is delt to ships. weapon damage (this is a big one i hope i can implement, though capital ships may be left on out this): Autocannon 100% damage to shields then 100% damage to hull (basic damage) Missile 75% damage to shields 25% damage to hull (basic damage, increased chance of causing fires) Laser 50% damage to shields 50% damage to hull (basic damag

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UPDATE: Advent have been slightly updated Shields are now 2x or more hull reduced by 75% or so hull regen removed on most ships shield regen 3x to 5x more then normal weapon damage slightly increased weapon speed increased Mitigation about the same armor reduced greatly (on most frigates entirely) speed on all ships increased by 75 to 100% antimatter increased on most ships Carrier capacity increased Still in the works for advent:<br/

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This is very interesting, mind telling me how you do all this? im working on a mod myself and i really want to know how to raise the chance for crit hits involving fire n the like.

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UPDATE: TEC have been given minimal shields (.01) so as to activate mitigation, though minimal! Shield tech for TEC has been changed to up their mitigation from as low as .05 (5%) to .175 (17.5%)Their locations in the research table are no indication to their teir (teirs 4 and 7 respectfully) because trying to move these techs seems to mess up the mod when i load it. More tweeks to fighters and flack. Im beginning basic work for advent. Abilities will change around but will

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I know about attacktype for light verylight medium and so on, but then there is also damagetype which can be physical or energy. Im sure there is more but whats the difference between these? do they effect hull/shield differently? what about mitigation? thanks in advance p.s. just incase does anyone know if there is a list of all abilities for all species as well as their effects? if so that would help a lot!

1 Replies 3,152 Views

The game will hang for about 5-25 seconds depending on the mod your enabling. In addition you would have to make sure you have compatible mods.

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I believe as long as your not selling the object in question under copyright its ok. And regardless, the bungie guys would probably be excited anyways if you show them a working textured version.

2,504 Replies 4,929,920 Views

[quote]The great thing is that in fact, in the halo books, there are human pirates armed with nukes and such.[/quote] Actually they were just beacons of radio activity, those pirates had no nukes :p

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Im currently working on a species diversification mod which does change it around a little to be like halo (at least in the sense that your a lot closer to halo after my mod then before it) so once i finish up TEC and Advent forces ill put it up for beta and you can use it from there. Two new gauss cannon abilities have been added, shields have been removed from tec ships, burn effects will be added to plasma weapons etc. Just so ya all know you wont have to start entirely from scratch.

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By resource files he means on the downloads section there is a mod tools download. Grab that and look through once downloaded for the gameinfo file. copy that and paste it into the folder that you created in the C:\users\[Insert uer name where file may be]\appdata\local\ironclad games\sin of a soler empire\mods directory. Then once you've edited it to your liking start the game up and goto options then mods. You will load the mod independently sorta like maps. So if you offer the mod fo

23 Replies 13,389 Views

[quote][quote]@ IsotheWiseThere just no pleasing some people. Read the end of the last page and beginning of this one. It is for balance, otherwise you could have a fleet in minutes of starting.[/quote]If I had to choose realism or balance, I would choose realism. I find that if a game is to balanced, it quickly gets boring. I realise that it was a balance change but it doesn't make logical sense that you need to research technolgy for an obsolet ship. I love your mod though and can't wait to se

1,334 Replies 3,522,051 Views

[quote]One more question... Is it possible to add "quests". I would like to add more quests to add more of a variety and importance to some and make other less important.[/quote] You could but i can really only think of one way to do it. You would have to alter the missions entity or create new ones as well as alter the times given and rewards but thats easy. Though seeing as you can only in effect be destorying ships, population, or defences of enemies im not sure what kind of quests y

10 Replies 7,674 Views

I think im having trouble merging your 1.3 with my current modding project, do you have a list anywhere of new files (like planets, buffs, abilities, etc) just so i dont miss anything and have the game crash on me?

1,334 Replies 3,522,051 Views

Are you saying like, each ship has its own upkeep cost? light frigate needs .1 credit per second capital ships need 3 credits per second, something like that? Im not quite sure if thats possible, but i dont really think its impossible either. As for the fleet cap thing, you could just raise the cap to some insanely high number and make researching really cheap or free and remove the old upkeep % cost. Also i dont think you can do fleet size according to # of planets, but

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UPDATE: Current vision for Vas is as follows, absolutely none of this is permanent just the idea ive thrown around for a while and might follow through with. Shields will be very low, however they will have extreamly high mitigation (85-90%) Hull will be around 35% or 40% of current Hull repair rate will be very high Techs for vas ships will be much higher leaving a player to only start with a scout, light frigate, and colony ship. Capital ships will require res

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[quote]... just a few comments - first and foremost, you do know shields and hull are effectively the same thing in soase, right?Pretty much the only difference is regeneration rate and armor's apparent 5% apparent health increase.Secondly, tec aren't the armor race, that's vas, so I REALLY hope you pull something out of your hat for them... vas are not jack of all trades, that would be the tec.EDIT: wtf?!?! what the hell have you done to the capital ship balance!Seriously, siege capitals are si

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Its possible through research, i would just have to up the % raise in population, add more tech levels or mod the planet directly, though that wouldnt apply to just advent but all races...

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2 quick things First I'm wondering if I could perhaps use your mod in as a base with mine located here https://forums.sinsofasolarempire.com/305484 And second, I noticed that you have planetary bonuses called moon or moons and yet I see no actual moons. No surprised as its only a bonus but do you think for 1.3 you could add it so that there is a large asteroid like model or even a new moon type model for planets that are discovered to have a moon or moons? Would be a nice l

1,334 Replies 3,522,051 Views

Merging is a bit of a pain sometimes. It depends on how nice the creator was really. Some come with a modified file list that lets you tell exactly what was edited, if both mods have this then its a far simpler task of copy and pasting from one mod into the other of all the mod files. If they didnt give you a modified files list then its a bit more work as you have to find these yourself and hope you got it all right when you copy and paste over. As for mods that would be best merged to

1 Replies 1,779 Views

Some of you may have seen me posting around asking questions here and there already, but if you havent (or even if you have) this is what its all going into. What I noticed when i really started to get into this game (to my dismay and im sure some of you out there will agree with me) is that there really isnt that large a difference between the three species we get to play. Sure their techs vary a lot but all in all they'er not all that different when it comes to two or three massive flee

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