http://forums.sinsofasolarempire.com/399314loc978 said:I mean in the Sins of a Galactic Empire mod. They added urban planets, swamp planets, jungle planets, oceanic planets, toxic planets, agricultural planets, academy planets, industrial planets, ice giant planets, high and low terran/desert/jungle/swamp/oceanic planets...
And I can only use about half of 'em in the galaxy forge. Adding stuff to it is a bit confusing.
*jaw drops* Dude you are seriously missing out if that's the case, there's quite a few awesome mods for sins beyond the inevitable star wars and star trek mods.Zaydin said:That would explain why I hadn't heard of it; I've never bothered with mods for most of my games.
Each of the six corvettes has a chance of applying a specific debuff too, but I never really see that come into play very much. That said the forums think corvettes are overpowered so I'm probably just terrible with them. Also the difference between the two corvettes of each sub-faction is pretty small, they both seem to be in the same vein.Frankster said:Otherwise OT:
I wasn't too impressed with the factions at first, I expected there to be more tangible differences and more then just 1 unique ship (and a titan at that) per faction, but over time grew to appreciate thagt those abilities did result in a preferred playstyle that could be compared to company of heroes doctrines. I do like the sound of the vasari faction which can be entirely fleet based in particular.
Yeah, the shaders are one thing, but the textures are a whole other level. Played Rebellion and loved the shaders, been playing Diplomacy for a bit since I started modding: You can still see reflections and such [I think there are some slight shadows, but nothing of the Rebellion level], but the textures in it looked horrid compared to Rebellion. I especially love the Ankylon's texture: It looks like a floating steel fortress [Which it is].Soviet Heavy said:Got into the beta and I've been loving it. The updated shaders make the ships look downright gorgeous, and I've been having fun rolling with the Ankylon Titan. Despite being a defensive ship, that thing is incredible on the offensive. While the Ragnarok beats it shot for shot, the TEC loyalists extra starbases allow them to commit more ships to an offensive.
With an Ankylon forming the base of your fleet, backed up by a pair of Akkans, two Dunovs, and a collection of Marzas or Kols, and whatever frigates you've decided to spam, it's an incredible sight to behold.
Hehe, yeah, looking forward to that. Going to make my own ending to ME3, without the Crucble. Gawd damn that mod's going well.spectrenihlus said:I love sins and I can't wait for this mod to be finished
http://www.moddb.com/games/sins-of-a-solar-empire/mods
I finally get to play a mass effect rts
The same could be said for RTS like Warcraft 3 and Starcraft: But they have campaigns that work. If you limit the maximum level of research a player can reach for each part of the campaign, and lock out technologies, you can remove the whole "I swear I researched that ship already" problem by making them non-unlockable until you reach a certain mission, then have them always unlocked until the end of the campaign. Things like damage boosts and such don't need this treatment, as you can just handwave it away as a new series of upgrades, as everything has been scaled since all races got those 5/10/15% improvements.Zaydin said:I just think that 4X games like Civilization, Gal Civ 2, and to a degree, SoaSE just don't lend themselves well to a story campaign, since the whole point of those games is starting with one city/planet and turning it into a sprawling empire. In order for missions to be challenging, thoguh, the reset button has to be hit on each map for tech level, fleets, and the like, and starting over from square one.
Really?Dryk said:I forget which one of them it is, but one of the Advent Titan's level 6 basically sends it into overdrive for 60 seconds before it dies... still not sold on that being useful.
Well, they kinda are.Dryk said:That said the forums think corvettes are overpowered so I'm probably just terrible with them
Eh, I personally don't like mods that add new Races that much. The Distant Stars mod is a good place to start if you don't want any additional races, though it makes for VERY slow games - even by Sins Standards.Frankster said:*jaw drops* Dude you are seriously missing out if that's the case, there's quite a few awesome mods for sins beyond the inevitable star wars and star trek mods.
I reccomend maelstorm mod for a first try as it enhances the vanilla game rather then completely changing it (adds 3 races which fit in perfectly, plus adds titans and super titans but you can chose to download a mod version without those if you like).
I hope the team does some balancing work on the ships. A fleet of eight Star Destroyers with a Command Ship is pretty much able to wipe out entire defenses in a matter of minutes.loc978 said:Certainly. Still bummed it's on the same single-processor-only engine, but I'm looking forward to the updates it comes with. The Sins of a Galactic Empire team is going to be able to do a lot more with the extra weapon slots on ships... I just hope they make the galaxy forge a little easier to mod. I'd love to work with all of those extra planet types they made.
How the hell is that not overpowered?Dryk said:It's as fun as it sounds. I fired a Kostura shot at their homeworld while their fleet was away, jumped in, conquered it, stripped it for parts and ran away again.
I can't really speak to balance because I've only ever played against AI. But the planet I took was surrounded by ~4 planets, and he had no culture up... so it's the AI's fault I could.Da Orky Man said:How the hell is that not overpowered?Dryk said:It's as fun as it sounds. I fired a Kostura shot at their homeworld while their fleet was away, jumped in, conquered it, stripped it for parts and ran away again.
Am looking forward to it though. Probably get it when it falls in price a bit.