coinich

coinich

Joined Member # 3951501
2 Posts 6 Replies 926 Reputation

Pardon the late replies, but I figured best not to make another thread. I see people saying Carriers are OP, but I threw some carriers in a fleet with some cruisers and they did nothing. They released some Guardian drones that never saw combat. Now I've only unlocked the first tier of Carrier tech, no specialization. But it seems that the first module just isn't useful at all. What am I doing wrong?

22 Replies 90,671 Views

Well damn. Nothing like a dev outright saying this stuff, thanks. I'll definitely be checking those out.

64 Replies 158,846 Views

[quote who="myfist0" reply="1" id="3020799"]It is a new stand alone game. People new to the Sins franchise will not have to buy Org Sins and expansions (Trinity), just Rebellion and your good to go. I think it will be worth it [/quote] I suppose I missed that minor point... Thanks! Might make a nice Christmas present if its out in time then.

77 Replies 55,806 Views

I've been away for quite a while; Sins always seemed like a slower paced game. I am very interested in Rebellion however, and I've been checking in every once in a while. But the other expansions were all $10. Why's this one four times the cost? Unless I'm reading the wrong threads, it seems like it offers just about as much game-play expansion as Entrenchment did.

77 Replies 55,806 Views

Tons of people have been complaining about the harder pirates in Diplomacy. Until something gets worked out, or you really want to experiment with something else, here's a basic mod to nerf them. It gives them only one upgrade per raid, and then the individual upgrades are nerfed slightly as well. I cannot verify if this will work, and if so, with what mods. You CAN delete Gameplay.constants from this version to recieve a harder pirate challenge, or copy the Gameplay.c

0 Replies 1,814 Views

I'm going to release a version for normal Sins that lowers the pirate difficulty for those who complain about it as one option. I realized that I modified the DS entities instead of the Sins ones to create the effect I've achieved. Would you all have a problem if I released those files based off of the DS ones?

8,423 Replies 15,737,025 Views

Yeah, EaW was actually what got me into Sins, after 7DS was mentioned over at my favorite mod's place. Note aside; you can occasionally get the Death Star's ability on ships for even more fun if you play the Phoenix Rising mod. More on topic: I suppose you could create planets limitedly, if you say managed to reverse-engineer the technique to blow up a planet and use it on, say, a nebula or some other suitable target.

19 Replies 11,897 Views

I'm doing some basic modding of the pirate research files for my own tastes, but some of the entities got converted with harpo's utility with the line linkedWeaponsClass "Invalid". I have no clue what went there before invalid, or if thats proper translation. Could anyone help me out here; I'd rather not convert back with the Invalid still there.\ Files include RESEARCHSUBJECT_PIRATE_WEAPONS1 and RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1.

3 Replies 3,552 Views

I don't understand the "turn them off" responses; I want the pirates, just in a different form. Then again, thats why I asked to see how I could fix it myself...

40 Replies 16,165 Views

I'm somewhat in the same boat; I find it unrealistic that their cruisers have more armor than my starbases after hours of playing. Is there something I myself can modify in GameplayConstants or something to just turn these guys down?

40 Replies 16,165 Views