Volt_Cruelerz

Volt_Cruelerz

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

Correct. In the case of the Marza's missile battery's .weapon file, we have the below (snipped for brevity)... { "damage" : 273.600006 , <span style="color: #9cdcfe;

3 Replies 6,491 Views

Autocannons don't seem to always come out straight. If the firing ship is static, they fly straight, but if the ship is moving or rotating, the projectiles seem to keep their starting orientation and can get out of alignment. <img src="https://cdn.stardock.us/forums/32/17/3217355/8557834f-89d3-47bc-8ea6-227c3758643e.png" alt="" width

0 Replies 2,390 Views

The more I think about this, the more I wish we had the ability to out-of-game design formations that we could pick from in-game, with the formations also defining AI targeting behavior. Obviously, the game would come with a few default options, but I am confident the community could do better to stay aligned with the meta. From my own experience modding the AI, even mild improvements can go a long way, and being able to change that in the middle of battle would be grea

16 Replies 61,610 Views

Armor is now 100/(100+max(0, armor-penetration)), and mitigation is a flat damage reduction (eg 8 mitigation means all instances of damage deal 8 less while shields are still up). As for whether it will stay, I suspect it will, but I've not seen anything to confirm or deny that, so I'm just assuming the status quo. The devs still have several dials they can tweak to control interactions (eg missiles independently get reduced by shield mitigation, making the Marza missil

3 Replies 6,491 Views

[quote who="ansker5770" reply="8" id="3901562"] Very well your done。would like to ask if I want to modify planet logistic,where is the entity file? [/quote] It's specific to each entities/*.player file, under planet_types[i].tracks.logistic

11 Replies 55,537 Views

Greed 1.4.0 many UI improvements (see OP screenshot) manifests and other goldless file types should be handled as gmc or gmu files going forward. the reason for this change was to remove duplicated code from the bespoke solution that I realized I'd have to replicate time and again, and the generalized solution didn't exist when the bespoke solution was made <a href="https:

11 Replies 55,537 Views

The patch notes say that this is not save compatible with previous versions, so I would assume that as the cause. The same thing happens if you change what mods you have: any saves with a different set of mods can't be seen. I'm guessing it compares the checksum of all active game files against the checksum of the save.

2 Replies 4,114 Views

As a note, missiles really can be body blocked already in the game. If I were to guess, I suspect this may be a core part of what the Guardian does, projecting a shield ahead of it that directly tanks the blows. Armor weak points are something that I don't think would work terribly well because you'd always target the weak points of a ship unless we want to introduce accuracy. Ships in Sins are also just too numerous and expendable for this to work out super well, I thin

16 Replies 61,610 Views

https://www.stardock.com/sinsofasolarempire/sinsofasolarempire2/media/playerguide/sinsii_playerguide.pdf Regarding trade routes, it's now fundamentally different and now works on an import/export system. You only get resources added to your economy if you can successfully import and export them from one planet to another. Basically, think of it as you're taxing the tr

2 Replies 4,586 Views

I'd previously mentioned this to jseward on discord, but figured I ought to make a post here as well, if only for bookkeeping. In playing around with attempting to improve tooltips for missiles (eg modding them to display their damage, penetration, and lifetime) and Warpath (display how many stacks you have), I believe I stumbled across a bug. Below, you'll see what is otherwise a standard missile from a level 1 Marza, modded to

2 Replies 12,829 Views

[quote who="Erebus6937" reply="28" id="3901241"] @Volt, I suggested it as something fun that would benefit the game as a game option. There's been a couple convos regarding it on the discord. That said, whether the game is closer to rts or 4x is a dev decision. As a single player only, balance isn't a priority for me either. As for whether it's possible to mod, I'll have to wait until others release mods so I can figure out what's possible using them as templates.<b

33 Replies 53,097 Views

I've been continuing work on my simulator, and it really does seem like missile swarms tend to be pretty swingy: either you overwhelm the flak, or you don't. Since threshold comparisons are difficult to estimate and not especially fun to deal with, I maintain that something needs to be done. After some thought, I think I've come up with a few options to make missiles more reliable against lategame flak without making flak useless. Any would need to be unlocked with tier 3 or 4 researc

33 Replies 53,097 Views

I somewhat disagree with you on that. While full color range would be nice, I think collisions would be especially bad in combat where you need to quickly tell your ships from the enemy's or in culture contests. Perhaps it's just because I'm colorblind, but I suspect giving people full range would make this existing problem worse. That said, I do think the secondary color you paint the ships should be full color since that's purely aesthetic.

8 Replies 32,737 Views

I assume it is not intentional that you can purchase Ragnarov armor 1, then armor 2, and then refund armor 1 while keeping armor 2 just floating in space. I've also confirmed that this is possible with the Argonev's hull integrity upgrades.

1 Replies 4,201 Views

The Javelis is using its Sins 1 icon under some situations. The offending source file is textures\trader_long_range_cruiser_tooltip_icon.png Within a gravity well, it's the new one: For a gravity well summary, it's the old one still. <img src="https://cdn.stardock.us/forums/32/17/3217355/d33b52b

0 Replies 1,555 Views

Big fan of most of the changes in general, but regarding the mod changes... not/or unit constraint : I'd bumped into that not being there before and was very confused lol. I'm glad I wasn't just crazy! add/remove items : Now, that's very interesting... I have no idea what I'd do with this, but I like it. Edit: actually, this looks like it might be able to used to cycle through modes. I could also see this as a s

5 Replies 7,305 Views

An update on my thoughts on Sins II as I've had more time with it I know it's not supposed to be balanced yet, but LRC are really really bad right now. Not only can missiles miss, double dip on shield mitigation, and be shot down, LRC damage just... isn't good. You're always better off making more Cobalts instead. Something needs to be done to combat LF spam, and oddly Sins 1 had the answer to this in Cluster Warheads. I don't see any reason to not bring these back.</

33 Replies 53,097 Views

Not all components are created equal. This mod seeks to improve the validity of all components as well as fill niches that were previously empty. Something you'll notice is that the ones with limited uses have been made much easier to install so you don't waste so much time with your capitals away from the front as you expand. Latest Release <h3 id="existing-components" class="code-line" dir="au

2 Replies 12,754 Views

I've spent some more time digging into the targeting heuristics as I continue working on an AI mod, as well as a Sins II simulator, so I figured it was worth reporting here. While an improvement to heuristics will absolutely help the AI, the biggest thing I've found is just how random the outcomes of encounters with 2 or more ships are because of the happenstance of whether or not they focus fire, and unfortunately, that's not consistent. I think there's a pretty easy way to h

13 Replies 45,046 Views