why would you want carriers in the middle of a battle anyway? they are just fodder at that point. i stick them right at the grav well so if they have to warp, no moving
EviliroN
i think its a cool idea
in my mod i upped it to 90% by endgame and decreased the amount of supply, so you have to budget better. no spamming
[quote]Only if you remove it from the ship itself. I think it would be enough to give the cloaking ship a tradeship icon onscreen (something small and usually ignored ), it can use a more normal icon in the Infocard.[/quote] actually that is not a bad idea... because there is an option to turn trade ship icons off, thus, if you played that way, it could be realistic. the question becomes, can you switch icons on the fly also? like take a BS icon, turn
i would pay easy. i have 8gb ram just waiting to be Sinned, get it?
i would pay easy. i have 8gb ram just waiting to be Sinned, get it?
so is this an actual mod? or are you changing map files? could you make this merge-ready? could you include these sins plus planets? entityName "PlanetCity.entity" entityName "PlanetForest.entity" entityName "PlanetGrass.entity" entityName "PlanetIndustrial.entity" entityName "PlanetMilitary.entity" entityName "PlanetOcean.entity" entityName "PlanetParadise.entity" entityName "PlanetRock.entity" entityName "PlanetToxic.entity"</p
ok evaders, and... [quote]I took a look at it, but I don't know if it can be done and there is next to no way to modify the AI at this point.[/quote] What about checking here in gameplay.constants: playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 5 &n
[quote]In other words, it was actually copyright, and the chance at making money from copyrighted software, that led to better business. So while I agree that piracy helped jumpstart the market, it's not a good example of some of the demands that pirates have, like ending copyright and intellectual property. If these pirates had their way, and there was no copyright on digital products, then the Eastern block would have had no incentive to try to form a business out of games or anything els
[quote]The real problem with a true cloakable ship - even if you fixed the icon problem - is that it's a lot of micro to gain any benefit from it, unless it's just a super unstoppable scout ship.[/quote] nah i disagree. if i made them, i would make a cap ability for one, and in my mod, caps are super tough, and i would also make it a "tough" cruiser, and if you had, say 15 of them, waiting in a grav well, and sneaking behind the enemy lines, they could be pretty deadly
entrenchment man... everyone is doing it
if you wanted, but that isn't really "cloak" the way i would want it. i would even make mine have movement, except for phase jump, just can't shoot or use abilities. if it were for my mod
first of all, there is already code for invulnerability. its "Invulnerability" and you can easily mod it to make it last however long you want. for cloak, all you have to do is set easy parameters, just like invul. cant move, cant shoot, cant do anything really, just cloak. but it would be really cool to move some ships into an enemy grav well and cloak them, and just wait.
me? butch female avatar? banned for not knowing your heresy!
bump for cloak
You are banned for incorrect English grammar. :p (their should be they're)
banned for wanting to continue the ban chain to 2000. and banned again for all you star wars dorks positing about fictional fiction. (yeah, i said it)
I noted on a couple of v0.9 alliance frigs that the weapon points seemed to be several ship lengths in front of the models. perhaps, after resizing, the weapon points did not get moved?
oh man i just thought how cool a flak cloud ability would look if we could actually do it in game....
[quote]There is a fairly small, but very dense core of serial pirates that can't possibly pay for what they're taking. Which is why ISP's are going ballistic over people downloading 300 gigs a month. How many of that 90% is the guys that download enough software that they'd have to work a second job to pay for it all if they bought it? The real question the industry needs to ask is whether the pirate before you buy crowd is larger than the pirate instead of buy crowd. [/quote] &nbs
https://forums.sinsofasolarempire.com/322559 convert XSI
sweet, necromancy! thanks for the update
in my mod i have "sentient torpedoes" so i would not put a kamikaze mode on these since the torps wipe things out pretty fast https://forums.sinsofasolarempire.com/332042
Yeah I agree with you but the OP said: [quote]Oh, and I play against AI only, not humans![/quote] thus my comments
the only thing is guys, he doesn't play online. these seem like online strategies. no matter how big the map is i always throw ports and refineries down, even versus unfair. the AI doesnt seem to be able to outpace you much, unless you are playing like 3 v1 or something, then maybe you have to watch your econ to the "T". I am assuming vanilla sins, and thus I have always ended up with a lot of econ at the end of the game and never thought I should have not wasted time, econ or slots on buildi