WOEaintME

WOEaintME

Joined Member # 5372520
13 Posts 84 Replies 763 Reputation

[quote who="ZTT1997" reply="9" id="3439584"] Could you happen to tell me what you edited in the strings file so I know where to edit my mod's string file?[/quote] Depending on your text editor you may be able to compare the original with the modded one

17 Replies 69,007 Views

I was under the impression chance to hit and fire rate essentially resulted in the same thing (incresead damge from the chance to hit and increased damage per second from fire rate) within Sins damage system and since the Advent already have the Halcyon I figured something different but the same would be a nice addition. Regardless of how it's implemented, I think we can all agree an Area of Effect fleet damage buff would be a nice Guidance replacement, especially if it could add

100 Replies 394,406 Views

Guidance - increases chance to hit by 2.5% -> 5% -> 7.5% -> 10% on ships within 3000 Numbers are really just for show but I think something along those lines would be good. Maybe have it add a bombing cooldown too or something small that would help early game bombing. Tooltip could say something like "Boosts the mental focus of nearby crews, allowing them to engage targets, including planet based structures, more efficiently." And as for the Rankulas, I rarely

100 Replies 394,406 Views

I didn't think it did but my limited experimentation indicated that was the problem. There was no crash when I tested capital ships spawning for a player on map load but as soon as I put it in the militia field it minidumped on start up.

12 Replies 9,001 Views

As far as I know it's not possible to queue more ships than you have resources unfortunately. EDIT: Not what you're asking but along similar lines, if you begin a research to increase your supply you can queue ships beyond your current limit (e.g. Your supply limit is 100 to start and you build 98 supply worth of ships. When you begin research of your supply upgrade you can queue more ships but they will not be built until the research is complete)

4 Replies 32,564 Views

I don't quite know what you mean but I'll give you an example of what I think you mean, please correct me if and when I'm wrong. You want to build ships in a predefined order and then repeat (e.g. build a Cobalt then two Gardas then another Cobalt, then two more Gardas, etc.). In sins, ships are built in the order you queue them so you can select one Cobalt then select two Gardas before repeating as much as you would like or until you run out of resources/supply. H

4 Replies 32,564 Views

Downloading now, I'll report back soon. EDIT: From what I can tell the militia doesn't like being given capital ships. You may need to poke around the player or ship entity files but the file you have looks good. It just appears to be something else.

12 Replies 9,001 Views

Go to http://woeaintme.wix.com/woeaintmods#!militia/cocf I have a mod that changes some of the militia but it does not add capital ships. You can certainly build on it though. EDIT: I'll be out of action for the next 24 hours unfortunately but it's nothing too extreme if you've done any modding. Just make sure all your counts are correct

12 Replies 9,001 Views

It's the upgrade to Kanraks and Junsuraks that disables their movement while allowing them to deal chaining damage. I can't think of the name... Charged Missiles. Nevermind, I could think of the name.

7 Replies 18,401 Views

[quote who="Seleuceia" reply="75" id="3438160"] Quoting GoaFan77, reply 73Since very few people play on the hardest difficulties, I don't know man....last I heard, the official word was that lots of people regularly won on vicious... Do you see the problem here?[/quote] I recall Yarlen saying that but I'd like to see how they did it. If they starbase every world then I would put an asterisk by that because starbases completely devastate the AI

161 Replies 385,549 Views

[quote who="Dark_Ansem" reply="25" id="3437486"] ah, that is the point that wasn't mentioned before. an example of units in vanilla sins which can fire on multiple targets per bank?[/quote] Ragnarov can fire on two targets with it's left and right banks. Ankylon can fire on multiple targets from all banks. (I'm not going through all the other titans, you get the idea that Titans in general can). Starbases can fire on mu

28 Replies 28,241 Views

[quote who="Dark_Ansem" reply="21" id="3437319"] do you know what that " SynchronizedTargeting FALSE" does?[/quote] It determines whether or not all projectiles have a synchronized target . If it's set to false then your weapon can fire on multiple targets (like starbases can) or your weapon will impact different spots on the target (e.g. some of your lasers may hit the front of the target while others will hit the mid or aft section).<

28 Replies 28,241 Views

Not sure about 1 but 2 sounds do able. You could make a squadron that is a missile (or barrage of missiles) and give the missiles an ability that destroys them and applies damage in a radius around them. Working out the autocast may be difficult but I imagine it's doable. Additionally, you could make the missile boat have some amount of antimatter but a very small regen so that the missile boat needs to load up on missiles before fights and then it's useless unless you have so

15 Replies 8,726 Views

Not quite the same but similar. Some of the capital ships (notably the Halcyon) have large chunks of debris which are entirely team colour (e.g. I destroyed a team red Halcyon and there was a huge, solid red piece of debris floating around). I should add today is the first time I've noticed this. EDIT: Nevermind, I minidumped shortly after posting this. After restarting and loading my autosave, the old Halcyon debris was as it should be and the next Halcyon I destr

19 Replies 51,450 Views

I'm pretty sure this bug is similar to this one https://forums.sinsofasolarempire.com/450679/page/1. It's certainly related to the plasma storm and fighters flying when they should not be.

4 Replies 14,887 Views

The Flechette Rifle - Carbine is the standard rifle used by the Trader Marines. Find out more at: http://media.wix.com/ugd/7c9b55_593cd8b528994f1e96a6ab1fe7d34fdf.pdf EDIT: I should add that this is still a wor

35 Replies 93,535 Views

You should only need to increment the number of groups unless you have new planets you'd like to have a default setup for. Did you add your race name to the playerType? playerTypeCount 7 playerType designName "TechLoyalist" entityDefName "PlayerTechLoyalist" If you don't add to this section then the "param" field in the group may not work properly because the race isn't defined.

2,761 Replies 7,652,502 Views

[quote who="StefanMucha" reply="2106" id="3434565"] lol overuse and failed use of the search function lo: https://forums.sinsofasolarempire.com/407617/page/1/ Anywaaaays here it is lol Hey guys, i made a new race and for some reason when i get in game using it, i start without any ships, constructors or facilities around my initial planet. All i did was copy the PsiLoyalist and rename all the relevant stuff.I also added a new ship mesh to replace the lig

2,761 Replies 7,652,502 Views

Has anyone else noticed that ships love turning right. For example, a ship goes to broadside, it turns right and presents its left side even if left and right banks are equally powerful. Even if the target is already on the right side, it will turn completely around. Additionally, corvettes typically turn right on their strafing runs, and ships engaging them will often turn 270° to their right to "keep" their sights on the corvette. Does anyone know how to attempt

0 Replies 13,234 Views

I'm removing the map from the story itself (it resulted in weird behaviour when clicking the hyperlinks which I now have in the pdf). I will, however, add it to the section where the KOL data archive was (that section will be renamed and the KOL moved to a different location). The aforementioned changes will take place in the pending update.

35 Replies 93,535 Views