shimko
if the makers of this mod are on the forum around yet, I would have a question I returned to my old mod project I worked on about a year ago; goals were to focus on recon aspect of strategy, 'cruise' missiles as main anti-ship weapon (plus defence against them) & increased fighter capabilities the third point is little problematic because of two hardcoded limits; first, only 2 types per unit in code, second, the sa
[quote who="Thoumsin" reply="3" id="2132109"]for your second point, download the following file... http://www.love-from-russia.be/Kin_of_the_Stars_20071019.zip ... Kin of the Stars was the first mod created for Sins... to be exact, for sins beta 3, a few month before the official release of the game in feb 2008... Why you will have interest in it... because of some of the feature from these mod... mainly the two following :
Like most RTS, the tactical variety of Sins can be well tracked to good old Dune 2; you have "tanks" and "launchers", short-range though units and long-range damagers which cannot last long. A standard WW2-like scheme. In space it seems a little weird: how can you create "fronts" in the void? It is more comparable to a naval than to land warfare. Naval warfare prefers versatility before single-purpose units, long-ranged missions, concentration on points instead of areas, limited observability