Volt_Cruelerz

Volt_Cruelerz

Joined Member # 3217355
59 Posts 2,061 Replies 25,320 Reputation

[quote]A musing I’ve had regarding a small expansion of the “exploitation” aspect of 4X is to allow each of the factions to have unique benefits/enhancements come from research & control/ownership of planetary bonuses. [/quote] I'm a fan of this idea. It could be nice to have more interaction between planet traits and research or components. [quote]A mild rework of the [pirate_treasure_planet_bonus] to be based on the [trader_archaeology_center.unit_

3 Replies 7,636 Views

[quote who="Mr.Meow5984" reply="2" id="3903322"] When ever I make a turret in sins Entrench, Dip or Rebellion they all had the auto target or auto attack box in the lower left corner when you select on have it always active with the little swirly. However in SINS2 I do not see this little box anywhere after I build one I even uninstalled and reinstalled including file varication before the uninstall and reinstall. So have they released a hot patch that fixed what ever file location strin

4 Replies 7,171 Views

If you set the fleet as the planet factory's rally point, you can issue build orders from the fleet itself, though it doesn't support autobuild to a set number.

2 Replies 6,831 Views

Please do not intentionally cause ambiguity by providing feedback for one game in the forum of its sequel.

5 Replies 20,231 Views

Based on the asteroid maps that have the two lobes on either side of the big asteroid, I'm assuming it's not required. It would look odd though unless you had a binary pair or something. At least in Sins 1, ships could accelerate down a well faster than out of it. I've not checked Sins 2, but I imagine that if that is still the case, it'd complicate that math a bit.

6 Replies 26,202 Views

Greed 1.7.3 With this version, Greed is now feature-complete for the current design. Future development will be slower and as-needed. Major Improvements Mods can now be downloaded from the online catalog. If they have dependencies, you will be prompted to download them as well. Outdated mods can now be automatically updated, or switched to instal

11 Replies 54,803 Views

I think there's really only two reasons to do this. Effect Spread : While this would be more important for abilities like Sins 1's Cobalt's antimatter drain, Hoshiko heals, or the Stilakus Subverter's Distortion Field, it would also be important for any on-hit abilities, such as the slows I modded onto Harckas in Useful Units. Drastic overkill : waaay more DPS than required to kill the target, to the point th

38 Replies 105,428 Views

I think a good chunk of the issue is that nothing else in the game is drag-and-drop, so people don't think to try it. Right click removal seems the most predictable, and it was the first thing I personally tried doing to refund the items, since that's way you abort research or build orders.

6 Replies 25,960 Views

[quote who="Gambit3689" reply="31" id="3902062"] I don't know if something like this is already implemented. I wonder if its something that a Modder can create themselves as well? [/quote] That is beyond the scope of what modding is possible. We'd probably need full API access to do that sort of thing.

33 Replies 52,812 Views

I'm not opposed to it, but generally it is better to focus fire, as long as you're not wasting damage. The sooner an enemy dies, the less DPS you take. The less DPS you take, the more of your units survive, which means their remaining units die faster, and things start to snowball. I can't see too many uses for this, especially with the devs already looking into mitigating overkill AI damage.

38 Replies 105,428 Views

Greed 1.6.0 - Dependency Management Dependency Chains and Validation : recursive dependency chains and validation to prevent illegal load orders Load Order Validation : better validation when rearranging the load order to prevent merge issues

11 Replies 54,803 Views

Based on the success of the thread of the same name from Sins 1, I figure it's useful to have one for Sins II. Rules Rules are the same as before. If you have gobs of code, snip it down or link to github or pastebin. Karma is a great way to avoid cluttering the thread. Limit comments to Q&A.

25 Replies 79,514 Views

[quote who="PaladinSmith1" reply="8" id="3901701"] I read these posts, but I am SO lost about trade ports. In Sins, I made trade ports at every planet and let the trade ships run and make me money. In Sins2, I only get 1 trade credit regardless of how many ports I build. I only have one import point I guess?-- How do I fix that. How do I get these crazy thing to do anything at all? [/quote] You need to build more around terrans or deserts. They're the

10 Replies 20,265 Views