Bobucles

Bobucles

Joined Member # 3116209
8 Posts 250 Replies 9,950 Reputation

Just for reference, the TEC substructure tree deals primarily with all the generic fleet upgrades. This includes hull, shields, antimatter, and armor plating, as well as the scout and capital ship mobility techs. [img]http://img225.imageshack.us/my.php?image=substructuretreeft9.jpg[/img]

9 Replies 5,048 Views

I'm curious, is there any way to link a pirate's technology level to their aggression level? I'm thinking of giving the pirates a few pieces of research(such as better ships/new abilities), but I don't want them to have it first thing. From there, I also want their tech level to drop when the aggression goes back down. I know I can make the tech available only if the research level is high enough, so that shouldn't be a problem.

4 Replies 4,534 Views

[quote]I'm reading a fascinating book about the Battle of Jutland at the moment. And, playing the demo for SoaSE, I am making rather obvious connections between the two [/quote]This is where you went wrong. Stop comparing [b]a video game in space[/b] to [b]World War I clashes[/b]. You'll be much better off in the long term.

20 Replies 10,689 Views

I did enlarge the max supply, in fact I tripled it. To counteract this I've reduced the factors that increase pirate strength by one third. Pirate strength appears to be a % value of the supply. I'm not sure if it's a % of the values between the min and max, or if it's only from 1-max. I'm trying out decimals, to see where I can get with them. On the plus side, it hasn't crashed the game... yet!

8 Replies 7,505 Views

[quote]When I've tested before, The number should Actually, I noticed the game crash when it got to this piece of code: [quote] pirateRaidComposition:3 requiredShipCount 0 randomShipCount 9 randomShip type "FrigatePirateMedium" weight 18 randomShip type "FrigatePirateHeavy" weight 21 randomShip type "FrigatePirateAntiFighter" weight 9 randomShip t

8 Replies 7,505 Views

As you can see, each gravity well functions as its own independent map, connected by phase lanes. I don't think there's currently any way to have a single chunk of gravity with more than one planet in it.

8 Replies 11,476 Views

[quote]we are taking about humans far far into the future & the best they can do is rail guns??? Seriously?!?![/quote]Remember 5 years ago, when humanity was supposed to be living in flying space domes with flying cars, like the Jetsons? How did that turn out? Technology does not leap and bound as fast as you think. You're also not appreciating the SCALE of the technology here. Modern rail guns are nothing more than toys set up in a laboratory. They are FAR too fragile to use on the bat

91 Replies 95,050 Views

Shield mitigation goes up based on the DAMAGE a ship takes. Shielding follows a race template, and is found in the race template file. It increases at a rate of .1% per point of damage taken (dunno if it's before or after modifiers), and goes down at a rate of 1.25% (per second?). Mitigation protects both shield and hull, and is meant as a deterrent to focus fire tactics. It does not completely turn the tables around, but it does make focus fire only marginally better than spread fire.<

4 Replies 10,637 Views

Computer players have a nasty habit of ganging up on the top player. If you check your name in the diplomacy menu, you can see how you rank against the rest of the empires. The AI also has a nasty habit of forming strange chains of alliances that leave them at relative peace with each other. This gives them even more time and resources to gang up on you. One strategy is to get your economy up stronger. TEC is very good at making a booming economy with large numbers of trade por

8 Replies 6,155 Views

I have captured an enemy ship, only to have it with superior stats to the enemy vessel. So it's safe to say they will use your technology levels. This is simple enough for the shields, hull, and armor ratings. If a ship does not have the proper weapon type for the research, it will not be enhanced. I do not know the weapon types off my head, so I can't say who gets what.

1 Replies 8,165 Views

I've been tweaking around with the gameplay.constants file, trying to make a mod with more deadly pirates. I want to add new ship types to later game pirate raids, so that I can place capital ships into the forces. But every time it gets to that point, the game crashes. This is a sample block of data that I've tweaked: [quote]pirateRaidComposition:2 requiredShipCount 0 &nbsp

8 Replies 7,505 Views

[quote]And by the way, Sins looks quite good overall, though I think some minor improvements could be made in several areas. It runs on ridiculously (by today's 'standards') low-end hardware, and that is a great accomplishment in any game.[/quote]This just needed to be said again for extra emphasis. There's a big gaming market out there running on 3-5 yr old hardware. Hand-me-downs, school computers, job computers. They haven't suddenly disappeared to make way for modern hardware, they've only s

27 Replies 22,999 Views

I'd like to clear something up: The explosives DO stack! You can send 6-8 scout frigates out to flatten any structure of your choice. That is, if they live to place the explosives down. Scouts take a few seconds to place the C4, and during the meantime they suffer a 50% damage penalty. Still, that's no match for sending a couple more to finish the job.

11 Replies 22,909 Views

You can find all this stuff in GalaxyForge, plus it's far easier to work with. A template is a predetermined set of units that can spawn at a planet. The units can be neutral, pirate, or owned by a player(not sure about neutral race). You can choose to have units spawn based on a percentage chance, based on the identity of its owner, or the owner's race. A planet may have many templates, allowing you to build a system like a series of puzzle pieces to your liking. Or you can h

6 Replies 5,976 Views

Antimatter is like Magic Points from other games. Ships use antimatter to perform abilities, and recharge it over time. (The advent disciple never recharges) Performing a phase jump consumes 100 antimatter, but the cost can be reduced through research.

8 Replies 10,426 Views