Announcing Greed 1.1.0 - Merge & Diff Major Improvements Merging now possible across all files. Created intelligent merge file types so you can specify exactly how t
Volt_Cruelerz
I imagine a fair amount of improvement can be brought to the game just by tweaking the priority heuristics, which are presently only defined for things like flak frigates. "ai" : {
There's a new menu page to the right of the resources beside the market. That's where you can edit point allocations.
They're a different mechanic. You want to import things to terran planets from other worlds to make money. Pay attention to the icons when you mouse over the build trade port button. The symbols of the resources are how many slots they'll give you, and the cubes are the number of trade points you can allocate in those slots. It lets you customize what resources you're getting.
Now that I've had some opportunity to play around with things more, I have some thoughts on the components. Radiation Bomb : my biggest concern here is that this takes time to install, and slots are very much at a premium. Honestly, this seems more like the sort of thing you'd stick on some sort of modular cruiser that could have components installed on it. I think the idea with Radiation Bomb was to give you a little extra oomph in some early-game
Introducing Greed , a mod loader for Sins II ahead of whatever official mod management implementation we end up getting. Features for Users No More Manual Deconfliction : Deconfliction of commonly modified files
Noticed this when I was building an Argonev while being attacked. If the building is still waiting on research, the AI tries to attack it and fails because it doesn't exist yet. The missiles just whizz straight through. I imagine the same applies to other weapons, but I didn't happen to encounter that.
[quote who="Smarti12" reply="3" id="3899738"] Cool stuff on the mod! The PD wasting a lot of damage on already destroyed missiles was definitely an issue for me so far. [/quote] It doesn't actually change the performance, it just changes the appearance. For burst fire weapons (like autocannons), the damage is done at the start of the particle effect. Because the effects were sometimes several seconds long on PD guns, it led to weird situations where the gun seemed to continu
We'll have to see what that dedicated tab holds when that's live. Ideally, it would hook into a repo of existing mods that modders can contribute to. Importantly though, it seems like they're really only offering good support for overhaul mods because of a lack of handling of localized text/manifest collisions. Basically, if you like the base game and would rather a collection of small mods, you're just kind of out of luck unless someone makes a mod pack for it, but that will be annoy
Point Defense Strings Changes Point defense autocannons now fire in shorter, denser bursts to look more like real-life point defense weaponry and avoid the silliness of seeming to shoot down dead missiles. Point defense weapons have also been disambiguated in the UI based on whether or not they can attack things larger than a strikecraft. PD-A (Point Defense - Attack):
True, I'm just concerned that starbases will become glorified hangars (though maybe that's okay for the Advent?) if they can't be somewhere useful, so it seems like they need to move somehow . There's also a pretty big difference between non-combat maneuvering and in-combat maneuvering. I think everyone wants to at least keep in-combat tactical maneuvering uniquely Vasari, so that leaves a few options that I can see: Extreme Range : starbase
Maybe a planetary component called Orbital Tugs or some such with an active that would allow you to reorient the entire gravity well every so often.
Yes, that's what my testing showed.
From what I can tell, there's a minimum of 1 damage from any source, so you'll still take something, technically. Additionally, it doesn't look like mitigation works when shields are down, so it's just pure armor at that point.
An update as I've done more digging: I realized that shield mitigation isn't a percentage. It's a flat reduction on incoming damage. That actually does quite a bit to keep small arms from scratching capital ships. It's probably quite intentional that capitals have 8 mitigation and flak frigates deal 7. It also means missiles are double-dipping on that damage reduction. [quote who="Unikraken" reply="4" id="3899296"] Hi Volt, thanks for the feedback. Funnily enough I saw a
A very good post. Since you have analyse the stats, are there ships that simply cannot be penetrated No, it's nothing like that. Even when the Ragnarov went to the pirate base, it still took substantial damage from their autocannons by the end. Armor only reduces incoming damage. It doesn't eliminate it.
After playing a few games and digging through the data files, I figured I'd go ahead and give some general impressions. Community Interaction First off, I'm glad to see Yarlen and Blair continuing to post. That makes me hopeful for community interaction going forward. Moddability Oh hey, it's json files! That's actually an established file forma