[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_
Volt_Cruelerz
They're asking for the others to be random, but to exclude their own race from the list to pick from.
The image is offset slightly leading to a black bar on the left and overhang on the right. Contrast this with one that is properly aligned.
[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
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.
If a planet is invulnerable from an Argonev's shield, it doesn't prevent Pillagers from trying to bomb it or from Novaliths from trying to shoot it.
When playing as TEC Loyalists, if you manage to get a carrier from a garrison, its strikecraft will show up as the normal fleet instead of being defenses like their host.
Please do not intentionally cause ambiguity by providing feedback for one game in the forum of its sequel.
Per discord , Vasari Rebels should be out by the end of the month, so things are definitely coming along.
What made you think they can't? Turrets can shoot enemies (including pirates) automatically already. If you saw them not doing that, that's a bug.
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.
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
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
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.
jseward ended up responding on Discord. In a future build, this will be accounted for by the new field is_resolved_value.
Why not shift right click to give the bombers a secondary target to kill after the first one? Sins II's damage ticks way faster than Sins I's did. That said, I can see your suggestion being useful for spreading debuffs like you mention. I'm just not sure how many of those we'll actually have.
[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.
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.
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
[quote who="celtic09" reply="2" id="3901759"]So still no vasari and advent?[/quote] Correct.
It seems something's wrong with Harcka collisions. They frequently drive into each other.
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.
Greed 1.5.0 Added load reordering Removed priority Added conflict detection Added dependency rendering Added colors to diff view
Planets orbit the star now. You're probably looking at the line showing their vector for that.
[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