mbar8

mbar8

Joined Member # 3439623
6 Posts 320 Replies 558 Reputation

[quote]Disciple Vessel: * Max hull points increased from 400 to 425. * Max shield points increaesd from 425 to 450. * Max speed increased from 800 to 825. * Turn rate increased from 3.3 to 3.7. * Steal Antimatter range increased from 3,000 to 6,000.[/quote] Wow steal antimatter range has doubled! I thought steal antimatter made disciples very useful against support ships before this buff.

376 Replies 758,148 Views

WOOOOO!!!! HOOOOOO!!!! This is great news! Thank you Deceiver for hanging in there with your excellent change survey thread! Thank you Ironclad for looking at the balance and giving the game a good work over. WOW!! [e digicons]:beer:[/e] [e digicons]k6[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]\o/[/e] [e digicons]\o/[/e]

376 Replies 758,148 Views

[quote who="Whippersnapper-DirtySanchez" reply="13" id="2381158"] I was in a game last night where a guy minidumped. At the end of the game I looked at the stats and saw that his AI had built a whopping 39 (or some ridiculous number) of Refineries! The AI apparently had no understanding of how refineries work and they did little to increase its metal and crystal production. [/quote] I think there is still a bug in the game [Entrenchment] that will cou

63 Replies 97,052 Views

Hmmm. I own my copy of sins of course. I own Entrenchment. I played my last full game of Entrenchment back in April 2009. (best game I had against 4 hard AI) I played my last full Vanilla game probably in May 2009. (Heavy focus on LRF with small LF clean up fleets) Yikes!!! I've really been out of the ring for awhile! Too much testing!

39 Replies 123,754 Views

[quote who="Raging Amish" reply="49" id="2344722"] Me too. If I was an online player this might sound like the possible start of a [CLB] clan. [Crappy Laptop Brigade]

53 Replies 21,381 Views

As of today, Forge Tools files haven't caught up to the current release. A nice modder has uploaded current GameInfo files in txt format for 1.17/1.03 In this thread . Filefront Download Link Here .

33 Replies 114,179 Views

The 0.4 is in seconds. I ran a little test on the TEC carrier. SquadTechBomber.entity fighterConstructionTime 27.500000 decayWithoutOwnerRate 0.010000 baseMaxNumFighters 5 FrigateTechCarrier.entity squadTypeEntityDef:1 "SquadTechBomber" squadAn

13 Replies 58,366 Views

Fiddling with the variables is a fun. Remove the minus in InCombatFighterBuildRatePenalty -1.0 and change it to InCombatFighterBuildRatePenalty 1.0 and instead of a 50% build rate penalty you will get a 200% build rate bonus! [e digicons]:D[/e]

13 Replies 58,366 Views

Enemy in gravity well strikecraft build rate penalty is in file Gameplay.constants and is the following line enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.176; Change it to -.000; to remove the penalty The under attack build rate penalty is just 2 lines above in the same file (which equals 50% penalty) InCombatFighterBuildRatePenalty -1.0 Th

13 Replies 58,366 Views

[quote]Now the dawn of the Carrier, which would be like 1.01? (1.02 was first carrier nerf i think, though even then this sitllw orked) Was not a perfect time, but it was more itneresting. The uniqueness of carrier kidna made it that you couldnt go 100% carrier. Most sucessful fleets would be 50% carrier 50% something else: This else would be LFs, LRFs, HC, or even Flak. This made for some vary good battles, and good strategy. Now what I think we want to be at a place where ther

111 Replies 357,954 Views

Lifted from the Wiki page about Illuminators (and having checked the change logs it looks accurate.) "The Illuminator had several issues fixed in Patch 1.04. Namely, it was found it had accidentally been given the "Capital Ship"-class damage. It was restored to its "Anti-Medium" attack in the patch. Its hull points were increased from 520 to 620, and its shield points were increased from 450 to 550. Its fro

16 Replies 54,590 Views

I was finally able to put together some mods to test the idea of changing around the damage each beam does. I'm not saying the damage percentages should be changed. But I think the test does show moving more damage to the front beam would make illuminators more powerful. Maybe the name should be changed from Illuminators to Eliminators.[e digicons]:P[/e] I made a game save in Entrenchment that would jump 16 Illuminators into the middle of 16 Assailants. In all three tests all the

16 Replies 54,590 Views

No. I was not aware of the entity.manifest. I just looked in the Entrenchment folder and see the 6 manifest lists now. I've discovered several mistakes I've made thanks to the help I've received here. One was I made an incomplete binary to text conversion of the Entrenchment GameInfo folder. That mistake convereted only 85 entity files. This leads to the second mistake which was since the FrigatePsiLongRange.entity files did not get converted I was using the FrigatePsiLongRange.entity

13 Replies 49,194 Views

I' ve made a bit of progress. I can copy all Sins 1.17 GameInfo files into my mod and then copy my edited FrigatePsiLongRange.entity into it and it will activate and I can start a game. I have not tested it enough to see if the changes I made actually activated, but it's a start. I still have not been successful with Entrenchment. I tried to copy Sins GameInfo then copy Entrenchment GameInfo and overwrite but that just crashes when activated. If I can come up with a list of essential

13 Replies 49,194 Views

In the FrigatePsiLongRange.entity file? I've tried to change the damage per bank as follows DamagePerBank:FRONT 36.000000 (changed from 53.500000) DamagePerBank:BACK 0.000000 (same) DamagePerBank:LEFT 36.000000 (changed from 27.250000) DamagePerBank:RIGHT 36.000000 (changed from 27.250000) Note: the (changed from text) was not included in the file. But I

13 Replies 49,194 Views

Those are good ideas. If a player does not have a homeworld or has no way to create one then it should be Game Over for them. If they still have a fleet and teammates and just want to be a PITA fine, but they should be considered done as far as winning.

11 Replies 8,528 Views

Yargg! Modding is taking me back to the days of trying to write code for Fortran 77. (Hey don't age me. That language was OLD when I was doing it. Hey teacher can we use Pascal? No? Makes too much sense?) So I made a mod with a single file in the GameInfo folder. The file is Gameplay.constants. I can edit it to my hearts content making any changes I want and it will work beautifully. So now I just want to use a single file to test Illuminators. I have a mod

13 Replies 49,194 Views