You know. to see a TEC capital ship with the name TDN John James would be a cool tribute. [e digicons]:thumbsup:[/e] Congratulations JJ. Keep the replays coming.[e digicons]:grin:[/e] It's the only way I learn anything.
mbar8
I've been wondering if maybe the beams shouldn't all be equal again. Hear me out. By micro managing and "swimming" Illums the total damage tends to go to one side of their "damage triangle" or another. By moving the damage more to the forward beam you end up increasing the total damage it can dish out to either side of the Illuminator. It would increase from 12.4 to almost 15 dps to the sides. Right now the Illuminator at stand off range will use only it's forward be
Nice style. It was all great but I did like the well placed footage of the fighters and bombers. Good music choice.
[quote]One user said that humans had adapted and were far too enlightened today to revert to violence and mayhem in the absence of our modern conveniences.[/quote] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] OMG what bubble do THEY live in? Apparently they've never tried to shop early on Black Friday. That will give you just a taste of the shit storm that would happen if there ever was a breakdown in civilization. Or better
Thanks Harpo and Terraziel. It does in fact work as you said. During some of my mod testing I had stupidly placed the entity files into the root folder instead of a GameInfo folder. (If there was a little emoticon of a person bashing their head into a wall available that's the one I'd be using now) [e digicons]:X[/e] Oh well. Live and learn. (hopfully) But I am beginning to have some fun now. I've been tweeking the Strike Craft Build Rate Penalty around. Right n
LIGHT FRIGATES Buff Light Frigates- Increase Damage?: Nay- Increase Damage bonus to armor type?: Yay- If I'm un
Since many of the entity files now reside in the original Sins GameInfo folder do I need to.. 1. copy the original Sins GameInfo folder files into the mod's GameInfo files... 2. then copy the Entrenchment GameInfo files into the mod's GameInfo folder and then let it overwrite. Do I need to do those steps to create a mod's GameInfo file that will run in Entrenchment? I've done that and it seems to activate but I wanted to confirm that was the proper wa
Thanks for putting this together. I've been using the DK - SoaSE Mod Tool GUI which has worked well. You've put together a nice easy to navigate interface, Harpo. Thanks for sharing.
You know it. Easy to pick up and play but takes time to master. A great combo!! Few games achive it. Very addictive!! Also the game looks and plays great on a wide range of PC specs. I appreciate a company that makes games that you don't have to replace your PC every year just to play the new releases. (**cough** ubisoft **cough**)
Happy birthday!! And I hope you aren't reading this until tomorrow!! Go party!!!!!
Abso-freakin-lutely. Sins will run great on that. You can probably turn up many of the settings too.
Yet another Edit: I figured out my mistake on my entity files. I was placing the files into the root of the mod instead of a GameInfo folder in the mod folder. Fail. Edit: Gameplay.constants InCombatFighterBuildRatePenalty -1.0 considerBeingDamagedTime 10.0 enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.176;
Hi Danman, I've tried to edit the Gameplay.constants file and remove the damage tables by changing most of the DamagePercentBonus to 1.0 However when I activate the mod in either Sins v1.17 or Entrenchment v 1.03 there is no change in the damage table as LRM still own LF. I tried to make exaggerated changes to see if the mod was really working. The Gameplay.constants file was converted to txt from the 1.17 binary. Have I missed something or is it just impossible to edit the da
[quote]And also, 'balance' is brought to the Force by squashing the Dark side completely. So that only the Light side remains.[/quote] I could never understand the logic of that either. And Jedi use their powers for knowledge and defense, never attack. Unless of course we're talking about an evil Sith lord then it's kill kill KILL the Sith lord!!!
[quote]DT smurfs so hard the half of our "opposing" clans are our smurfs.[/quote] [e digicons]:rofl:[/e] [e digicons]:thumbsup:[/e]
Very nice models! The capital ship reminds me of the real USS Nautilus in a good way. The cruiser looks sleek and deadly. The frigates/fighters have a nice feel. I like the asymmetrical design. Nice Work!
Is there an ETA on when Galaxy Forge will be able to make Galaxy Templates for PlanetOwnerIsRace without crashing? I've tried forcing it with text edit and I'm failing.
[quote]In fact i suggest that if carriers jump out that the straggling fighters are instantly destroyed if they are left behind....He jumped the carriers out, but his bombers stayed behind, and destroyed everything[/quote] He jumped out and left strikecraft behind?!?! Is this even possible? Because I thought SC auto docked when you jumped out regardless. --------------- My answers. And thanks Deciever for consolidating all the ideas into one thread. Nerf G
[quote]As many of us have noticed, Fighters no longer do the job. I'm sorry devs, but I just don't follow your logic when you made carriers SLOWER than long range frigates. [/quote] Thank you. I know I'm not the only one but I think your voice and the voice of other more experienced players carries weight. The LRF could keep up with carriers just fine before anyway because they didn't have to turn as big a circle to keep up. [quote]Glad to know I'm not the only one to not
In windows XP look for directory C:\Documents and Settings\***YOUR USER NAME***\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Record-MultiPlayer Drag the recorded file into that directory. If it's a zip file then unzip it. It should be a .record file. Also most of these games in this thread are Entrenchment replays so you can only watch them while running Entrenchment. Run Entrenchment then click Single Player => Watch Game => then tab the
Still there in 1.03
Remove the scouts 200% damage buff against light armor type and you would probably never see them massed again.
[quote]LRFs should get nerfed instead, otherwise all caps and HC will get blown away as soon as they appear in the gravwell.[/quote] The damage table has LRF at 75% against most of the big units like HCs and capitals so would you have them lower their overall DPS instead of adjusting the damage tables?
Ah! I see it now. Hey that's a cool solution. Thanks for explaining.
I like the ideas listed. I especially like LF being 1.0 damage against LRF. LRF already has a BIG 1.5 buff against LF so why make LF 0.75 against LRF? I think changing that one value would move LF into a much better strategic option again.