Oops I misread your post a little bit. For the pirate base and planet militia's you mod the GalaxySenarioDef file. For the pirate raids you mod the Gameplay.Constants file. The Pirate section starts at the line pirateRaidDef.
GoaFan77
For question number 2, you need to modify the GalaxySenarioDef file in the gameinfo folder. It is under a section called planetItemtype and you'll see all of those things refer to templates that you can edit to make them more powerful.
[quote who="Deceiver_0" reply="11" id="2303116"] Then what would be the point in having a light frigate. They are meant to kill flak, scouts, and support cruisers, creating another unit that serves the same purpose would make the unit obsolete. It IS meant to be a frontline unit because it IS meant to kill support cruisers and flak, which put the unit smack dab in the middle of the enemy fleet in order to do so. Perhaps what is needed is a researchable tech to make them more r
@Darvin A. Any unit that is avaliable without research is a potential spam (which I use interchangably with rush). You can get them out quicker and have more resources to build them with. True the low research costs for the basic frigates mean that it is not a really effective strategy in sins, but still. B. Sense when did we go by the manual (I tried to find mine just to see, but the fact that I lost it must say something)? Just look at their damage bonuses and
Exactly, I guess IC thought without a clear frontline/"tank" unit (some might argue heavy cruisers, but they are too expensive and take a lot of research), people would have more diverse fleets, but that never really works with a counter system like sins has. And I never said cobalt spam was a good idea, it is just the easiest spam to pull off. You can stop a LF spam by spamming almost anything but carriers and support, so I don't think it is a LRM issue.
You also forget that light frigates require no research and is the de facto swarm ship (just watch the agressive AI). Of course they are supposed to suck (who gave you that they are a frontline unit?). That said perhaps a higher quality version like say a light cruiser would be a nice addition to sins, but I don't think the devs ever intended for games to be won with LFs.
The game will read the files in either text of binary, but binary is smaller so the game performs a little bit better with it. But then of course it is impossible to make any changes in your mod. So while you are changing a mod you need it in text format, but if you're just playing it and you think it is as good as it is going to get, its probably better to change it to binary. That said often times I change random things at random times with my mods as I get ideas while playing (so I leave t
It think the Urban Expansion Mod is the closest thing you are going to get, but I'm not sure if it works with entrenchment. Otherwise try the celestial bodies mod .
1. Nope, that is randomly generated by the game, and is not located in the maps galaxy file. However you can switch skyboxes while playing by switching the use deep space skyboxes option on and off in the visuals options. 2. It if, but you need to mod your galaxy forge and make a very small mod for sins to handle that. I explained it here. 3. Yeah just take it off of default template in the planet options.
Well, if you want it to be random artifacts and and bonuses, its not possible as the random artifact/bonus chance is applied to the whole map. However you can do what you want to do manually, but you will always find the same artifacts/bonuses on the same planets. A. Set the random artifact/bonus density to 0, so your outer rim worlds will never get any of them. B. Edit each of the cluster planets and add the bonuses and artifacts you want them to
Hey guys, where did the Deadly forge go? Even if it's not the most recent version, can someone please put a link back up (or fix the one that is already their)?
Only a freak of nature has a hand that can create a crator on a planet, and anything is better than that. @ladisaurus: I didn't reali8ze their were any genuine Kraid fans left. I'll just say that no matter how a Ridley VS. Kraid battle whould have turned out (which would result with Meta Ridley winning as he could just fly over Kraid constantly while safely out of Kraids arms) Ridley would still be more important for the pirates as he is mobile, and thus can go places w
[quote who="BluChild" reply="16" id="2289392"]Hi all, i'm new at modding and having some trouble with star bases. I've been using the forge tools reference data, but the star bases entity files dont seem to work in entrenchment 1.03. I managed to get ships and planet files from forge tools to work, but even an unedited star base file doesn't work when i copy it to the game info folder. During game play as the base begins to build it totally disappaers. Any help would be appre
[quote who="landisaurus" reply="13" id="2288798"] And lastly, the game from which that particular screw attack emblem originates not only didn't actually have the screw attack in it (should have been sued for false advertising perhaps? But I guess use of the trademark doesn't directly promise that the item is in the game) it had Kraid (who was a much cooler boss than Ridley) cut from the game. The game, Metroid, had 2 "mini-bosses" that were Kraid and Ridley, and this
I'm guessing you are a really old school Metroid fan, because A. It is pretty much now Metroid's logo and B. It's actually the Varia suit upgrade from Metroid Prime. The Screw Attack was obviously the insperation, but still. As for the lighting, well it was an issue with the base picture, and a highly trivial issue. As for the highly sterotypical dragon in some bizarre clothing that you call your avatar, well what can I say? The scar looks like something out of Paint.Ne
I'm guessing you don't know what that symbol or Goa is, but its cool. Only pansies wear red and blue squares one their chest, right General in Tears.
Banned for letting the most important rebels escape that battle.
Says the Empire's top general. What was that whole thing about a death star about...
Banned for inventing (sort of) the AT-AT.
You could see if you can find a Humans VS. CPU match, that way you can learn the tricks of the game without being on the recieving end (hopefully). :)
This mod by itself probably won't be, but it is included in several other mods like the mad scientists mod and the Urban expansion mod. Its kind of a framework now, as it is in so many other mods.
Ignore the link please, it seems the forums won't let me edit my post...
Nice to see this mod is in progress again. [e digicons]:)[/e] Also, does anyone have a link to a Galaxy forge with at least the sins plus planets? Like XselenS my computer had some issues and now I don't have my modified deadly forge anymore (which it seems the link is not working).
Whatever teams you set at the begining of the match stay. No diplomacy changes allowed. If you are all on different teams you stay enemies until the bitter end. If you have an ally they will not give you missions and you cannot break the alliance. Neutral is not an option.
Doesn't this turn into a focus fire debate. The effect of mitigation was well argued, and people generally agreed that destroying your opponents ships more quickly was well worth the lessened damage through mitigation. Now we have tha arguement in reverse. Ships are taking more damage over a period of time from fewer attacks, and people are getting upset. Granted perhaps the Illums ability to both focus with the main beam and weaken with the sides is a bit over powered, but the side beams sho