QQ How many sides is sins capable of being modded for?

Just wondering if say you were to do a Star Trek Mod, if there are faction number limits.
For instance Rome Total War supported a maximum number of factions, however their were still approx 20 of those.

Back to Star Trek, are we stuck with Klingon, Federation and the other guys with the Warbirds? Or can we have the full swath.
12,622 views 19 replies
Reply #2 Top
Yeah, your right.
Klingons = bird of prey
Romulans = Warbirds

Reply #3 Top
We dont know if other factions can be modded in or not.

My trek mod will have the Feds, Klingons, and Romulans
Reply #4 Top

We dont know if other factions can be modded in or not.

My trek mod will have the Feds, Klingons, and Romulans


They can "easily" be modded in. Currently the faction selection is hardcoded (which can be bypassed with changes in the map files) but the devs promised a soft selection for the release version.

But even if they wouldn't, there are currently no known limitations for the numbers of faction. (Except your amount of time, of course. )
Reply #5 Top
BUT there WILL be a max # of players at ten
Reply #6 Top
We dont know if other factions can be modded in or not.

My trek mod will have the Feds, Klingons, and Romulans



Major , I know this is asking alot , but could you make the races compatible with the original races 1e balanced and stuff, to make a grand total of 6 races?

or you could make a dedicated startrek mod , then make another mod which uses startrek ships and is compatible and balanced against the default races without deviating too much from trek lore..? or you could give me the models and id help you do the second mod as ive got a good eye for balancing.
Reply #7 Top
You want Star Trek Races to fight the original races.... why?
Funnily enough I can see this working lol, their are so many races encountered in Star Trek that this is plausable enough..... gamma quadrant anyone?
Reply #8 Top
Theoretically, you should be able to have an infinite number of factions as of our last modding update. Obviously, this is restricted by your hardware.
Reply #9 Top

Theoretically, you should be able to have an infinite number of factions as of our last modding update. Obviously, this is restricted by your hardware.


and the UI wouldn't exactly make more than, oh, 10 or so, very fun to deal with. (Clickety-click-click-click!"
Reply #10 Top

You could mod the GUI layout and apperance as well if you wanted.

Reply #11 Top
A numeric input field for the number of ai sides could work there...
Reply #12 Top
You want Star Trek Races to fight the original races.... why?
Funnily enough I can see this working lol, their are so many races encountered in Star Trek that this is plausable enough..... gamma quadrant anyone?


2 reasons

Making a seperate game with separate races makes it a game which might be played by a few mod-fans but ignored by the majority who want to make sure they practice getting good at the original races. A compatible mod that adds races that are balanced against the original races has the equivalent popularity of an expansion pack

Second reason , people love to mix lore. People love to speculate whether a deathstar could take on a borg cube , the battlestar galactica vs the enterprise....yadda.
Reply #13 Top
perhaps its posible to mod the pirates into the ferengi like in armada or something
Reply #14 Top
Heh... oooohhh... Battle Star Galactica with all those autocannons doing a broadsword vs a Kol battleship, suddely im excited

There are Destroyer class colonial ships as well. But as a race in a game like SINS, they will only have 1 Capital ship. BattleStars was meant to be a all in one ship.

Here are some stats of the BattleStar Galactica, note that the Pegesus BattleStar will be more powerfull due to newer technology implemented.

Colonial Ships will not have shields, but the fact that it could have 32 auto cannons, 12 anti ships missle launchers, and plenty of fighter will really makeup for that. The tricky part in adding anything other that was intended is balacing. And no shields for them is a good start.



SCALE: Capital
LENGTH: 1,265 meters
TONNAGE: 20,000,000 metric tons - slow turn rate and movement
SPEED: 0.2C sub-light
POWER: 1 Tylium energizer [7,360 Terawatts] - high antimatter?
2 fusion reactors [43.8 Terawatts] -
HULL/ARMOR: 2.8 to 4 meters - 2800? upgraded to 4000?
EM-SHIELDS: 20% - 40% - special ability to protect vs special abilities?
SENSORS: Short/Medium range, sub-light, 200,000 m^3/s
SCANNERS: C at 300,000 kilometers
WEAPONS: 32 Blaster batteries - makes my pants tight if this things does a broadsword
2 Turbo-Laser cannons - hmmmm?
12 20 megaton Solonite missiles (anti-capital ship) - more tight pants
2 400 megaton solonite bombs (planetary bombardment) - yeah baby... nuke em

FIGHTERS: 75 Starhound class Vipers [150] - 75 i dont thing so... 3 or 4 yes
12 Landram surface transports
12 Mk. VI space shuttles

This is just ideas ofcourse


Reply #15 Top
While I'm not very knowledgeable on the Battlestar canon, if the show is to be believed, the blaster batteries are essentially anti-fighter flak that continuously provide coverage in a specific grid, they're not meant for anti-big ship purposes because of their short range. But those missiles pack quite the punch

I'd love to see Battlestars modded in, and I'm sure we'll see it
Reply #16 Top
Well.. with so many blasters giving them a damage rating of 10 per shot... that will still make that ship alone pretty aggressive in it's attack stance even vs other cap ships. Giving the cannons the ability to fire at fighter makes sure that you dont send your carrier against it.

I'm going to stop now...

*Pretends to work further...
Reply #17 Top
I'm going to stop now...


And I already want to watch Razor again, and the 2-part Resurrection Ship episode
Reply #18 Top
If you're not having any shields you can convert the shield damage to "armor", make the hull the underlying "if this is breached people start getting sucked out the corridors", buff the armor and make it non-regenerative, and nerf the hull down to very little.

This is what DoV is doing, and it's not only more realistic but encourages repair ships and more tactical use of your ships. May not be good for more macro-level mods, but for micro "every battle matters" mods it's awesome.
Reply #19 Top


And I already want to watch Razor again, and the 2-part Resurrection Ship episode


Yea that was a pretty good show. I like how they brought back the "old school" Cylons.