I've also thought adding statCountTypes or roleTypes as constraints would be awesome too for modding.
ZombiesRus5
[quote who="Mystic Angel" reply="4" id="2698622"]I totally agree with having a SpawnCapitalShip Instant Action that functions the same as SpawnFrigate. I would also imagine that making frigates level-able is going to be a huge time issue as far as coding. What do you think about giving Capital Ships the option to have frigate role types and stat count types? This might allow someone to transfer all current frigate entity info into a capital ship entity template in order
Sweet! Look forward to trying these out.
Ok, I have what makes a nice buff for Culture Assistance on the Advent Envoy and it seemed to work fairly well in my testing. The Advent Envoy generates a very small amount of culture (0.5 for right now and only for allies) that simply helps to raise the max allegiance of the affected planet in addition to the CultureSpreadRateForOwner buff if the ally builds culture centers. It's too low of a culture output to really affect an adjacent enemy world but just enough to raise the max a
[quote]To be honest, I'm not sure I like the idea of multiple envoys at a planet...some of the envoy bonuses are already powerful enough, some like Mutual Threat are too powerful....I don't believe any of them stack, but if they do stack or are changed to stack (which I think is a bad idea) then fleet supply would be your only limiting factor...if we lower the fleet supply, I don't think it would be wise to simultaneously allow envoy bonuses to stack...[/quote] You can already place m
[quote]I only build a few envoys in my games because I hate to spare the fleet supply.[/quote] Is there any value in reducing the fleet supply of Envoys? I personally think 12 is to high for MP and in fact I played several 5v5 recently where no one even built an Envoy. Lowering the fleet supply might cause someone to actually use them. [quote]Nevertheless, I am rather in favor of longer cooldowns and more power...but that may be rather difficult to balance...what I would like
[quote]well... they increase bomber squad numbers by 66% (and buffs scramble bombers by that much)... however... if the initial bomber wave is defeated, the strike craft still respawn, and cost the same ammount of antimatter as uasual. Advent, however, since they have much faster rebuild times, and lower AM costs... thier carreirs have a much easier time coping with the extra strike craft that need replacing.[/quote] Vasari has the fastest building squads per/dps. So doesn't a va
@Mystic I've started something of this myself as well. This is a wiki representation of the grammar rules I am using to parse the Sins TXT files for validation. http://code.google.com/p/soaseplugin/wiki/Syntax
The Radiance looks like it is upside down too.
[quote]In general, I agree with your observations...but I think more than just the supply pact needs to be nerfed[/quote] Ya, I was kinda focusing on Advent since they have the least productive Envoy and Pacts. [quote]Arbitrate tariff gives +50% trade for 60s out of 180...or about 16.7% constant trade bonus...pretty powerful...and probably fine...[/quote] Can't really disagree, what bugs me about the envoy ability is it is redundant with the Pacts offered by Tech.
[quote who="Astax" reply="2" id="2696578"]Cultural Assistance should maybe increase max Allegiance and current allegiance in the grav well by lets say 20%. Scale duration vs cooldown to balance. [/quote] I wouldn't have any issues considering this, unfortunately the only ways to increase max allegiance is with research modifiers or a starbase upgrade. There are not any buff's that can temporarily increase max allegiance. This is why I suggested an allegiance modifier in the
I'll start with a couple of observations and suggestions. Advent seem to get royally screwed when it comes to their Envoys and Pact Bonuses. One of my goals would be to give Advent a little more boost financially when forming pacts with other factions. [suggestion] Herald Envoy: Cultural Assistance - Add a tithing buff that kicks back a small amount of resources for providing cultural assistance. [suggestion] Herald Envoy: Sacrifice - The Envoy is loaded with a
Community Balance Patch for the Diplomacy Tree. Release History: Version 0.1 ( here ) Version 0.1 Release Notes: ( Reply #31 ) This thread will target the balance issues and proposed fixes for the Diploma
[quote who="GoaFan77" reply="2" id="2694142"]Or if your empire tree already shows those you can hit that pin button on something that is already on the tree to unpin it, which can make it a little less overwhelming. [/quote] Especially useful since there is no "Options" to automatically pin/unpin star bases like there are for planets and ships.
http://anywhere.impulsedriven.com/ [qoute]Impulse Anywhere allows you to download your software via our Impulse website. (The Impulse client must be installed to install software.)[/quote]
[quote]I say go for it! A lot of people have helped with this mod...as far as I'm concerned anyone can use it...[/quote] I'm considering incorporating this, TOP and myfist0 bug fixes. I like most if not close to all the latest changes so far and still think we should move forward regardless of whether this turns into a MP accepted mod or not. Although the goal should still stay in tact to center this around MP.
[quote]I'm going to be honest, I don't know how much longer this thread or mod is even going to continue progressing (at least as a semi-community effort)...[/quote] I've decided this forum has lots of viewers but not a lot of responders. Do you have stats on the number of downloads of what you have done. I bet you would be surprised (I've been surprised with my entity validation tool compared to the forum interest). It's one reason I suggested using code.google.com to setup a co
Version announcement: v0.6 Lots of goodies added with the latest version. Make sure to check out the project home page details on the new preference. 7/32/2010 v.0.6 Added new grammar validation rules Any - Just validates there is a value SoundFile ? - Validates the referenced file and extension exists Color - Validates the color is a RGBA value Position
Found another couple of oddities: Gameplay.constants: note the semi-colon at the end of the decimal value. I've not seen that in any other file. enemyDPSInOrbitBodyISquadOwnerBuildRateScalar -.111111; SoundEffects.sounddata: note the extra tick ` at the end fadeInTime 0.0`
At the bottom of this page: http://soase.weebly.com/convertdata.html
1) Progenitor Mothership 2) Transcencia Star Base 3) Serevun Overseer
Passive Agressive Replay In this one, I don't attack early, but while Krath is stocking up a fleet, so am I. I chose to get a string of planets together " href="https://forums.sinsofasolarempire.com/366181">Roles In Multiplayer ( NOW WITH REPLAYS) : Aggressor, Econimizer, Defender The r
[quote who="GoaFan77" reply="197" id="2691574"]Honestly I think out of all the versions of animosity we had, the hull repair version worked the best. The goal of animosity from my understanding is to absorb the fire from an attacking fleet, thus reducing its capacity to focus fire on anything but the Radiance. Thus while the Radiance needs to have a large target cap (if it has one at all) and be able to somewhat tank the damage. However, it has always been a double bladed ability, so I think
[quote who="Photoloss" reply="125" id="2691192"]This is the first model I made in blender (after losing 2 previous tries by shutting down the program at the wrong moment...) It's an LRM frigate of my own creation, called "Nova Disintegrator", which fires large blobs of antimatter from the central muzzle. The 3 knobs on the back are the engines I don't have any textures yet, and I have no idea how to import it into Sins, so that will have to wait. So, what do y
[quote]are all mesh's within the game. I was wondering, seems as missiles, torpedoes, cannon shells & perhaps some of the other weapon effects used mesh's also, should they be included as objects also? Or are they not included because they can't be targeted? [/quote] Ah, thanks for the explanation. You last statement is correct, the only constant values allowed for the field 'object' referenced in targetFilter are what you have listed above. <a href="http://code.google.com