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Annatars Corner!!!

Annatars Corner!!!

Help keep Annatar among us! ASK QUESTIONS!!!! ANY!!!!!

This forum is for Annatars new Sins Answering Business (aka SAB)!

Ask him any question but in exchange you give him +1 karma for his answer! (hes not getting his monthly quota anymore..lets help him)!

So bring the questions here! But do write in a legible english and clearly formulate the question to help Annatar in his everlasting quest for Sins Fans Satisfaction (SFS)...(AKA Services For Sale)! LOOOOOOOoooooooooooooool

51,594 views 76 replies
Reply #51 Top

I've tried that too.

I've also tried both, putting them as periodic actions. ANd instant actions on delay.

 

AND! i've tried taking out the "cannot be collonized" thinking it might be affecting it.

 

Most I accomplished was crahing the game when I accedently inserted a "generatereasources" line.

Reply #52 Top

Have you tried NumOwnerships 2 with Friendly and Enemy in there? Maybe Ownerships 0 works when the ability is sitting on the planet itself, but since it's cast from a ship it needs to have them? Setting both ownerships should do the exact same thing.

This goes along with my next suggestion: have you tried the smuggle buff on its own to make sure it works as it should?

Reply #53 Top

What mods work with 1.12?

Reply #54 Top

Yes, I have done it with just friendly.

 

I havn't tried BuffSmugle planet by itself.

I have tested ALL the other buffs by themselvs, and they work.

Reply #55 Top

Hello again,

 

Is there a mod (or can one be made) that adds a research to the Vasari, that will allow for using phase stabilizers across stars?

Reply #56 Top

Nope, can't be done. It's hardcoded that ships can conventionally jump only from star to star, or by using wormholes.

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Reply #57 Top

This saddens me.

Reply #59 Top

or give a structure the properties of a wormhole?  might that work?  or would that be impossible?

also, just what are the properties of the EMP bomb?  does it disable weapons only, or is it like an AOE version of the ion bolt?

Reply #60 Top

I can't say with absolute certainty, however each celestial object has an "isWormhole" setting, which is of course false for everything that's not a wormhole. The exact workings of wormholes are hardcoded and by the looks of it they're hardcoded to this setting - and since building entities don't have it, it shouldn't be possible.

Reply #61 Top

what does the emp bomb do? is it AOE ion bolt, or does it disable weapons, or what?

Reply #62 Top

Deals 150/300/450 damage and removes 50/100/150 antimatter.

Reply #63 Top

so it doesn't disable anything.  kk, thnx

Reply #64 Top

Quoting Annatar11, reply 12
Deals 150/300/450 damage and removes 50/100/150 antimatter.
Quoting Orodum, reply 13
so it doesn't disable anything.  kk, thnx

 

Well tecnically it doesnt disable anything, but your abilitys are just as useless when you have 0 AM as when they are disabled.

 

EMP charge vs Advent battlecruiser that needs 75AM to disable......yes Missle Barrage.  

:typo: you've been owned

 

Mwahahahahaha. Die advent battle ball thingy x_x

 

 

Reply #65 Top

I did have a question though.

 

Many of the new players and regular RTS players ask for a faster pace(start) of game.

As the map files are in plain text, it is fairly easy to change the starting conditions for each map, even the random maps.

For example, you can start with any amount and type of planet on any map. Also resources can be changed. What amount of starting planet/type/resources do you think is still usefull without unballancing the game.

 

I have been playing with this for a while and so far it points to somewhere in the region of 1 home planet 1 other planet (terran,ice,volcanic) and 2 - 3 asteroids. Starting resources x10 +20000 cash.

 

This allows you to cut out the first 45min worth of empire expantion with about 2.5 min of clicking.

After that you have a solid starting empire with a decent 14 - 25 income and about 5 - 6 metal 3 - 4 crystal /second.

Inc low level cap shipS at least 2 or 3

no research(except trade) or fleet. It turns a 4 - 5 hour game into a 1 - 3 hour game.

 

Any thoughts on this. Suggestions, maybe a way to ballance it a little better so that rush tactics would be less effective.

 

My first proper fleet (2 caps and about 150 fleet points) in 25 min from start. That seems to be worth it.

 

 

Reply #66 Top

Problem with using new maps to make faster games is that sin's doesn't automaticly download maps. So it can be very difficult to find ppl with teh same maps online.

 

I'm one of the faster game advocates.

I think that sins is perfect the way it is, but we should get anouther mode of playing that is much faster, like a "skirmish" mode.

Reply #67 Top

Are they not about to make the current Fast speeds the Normal speed in Entrenchment?

Reply #68 Top

They have been considering making a faster speed and are looking for feedback on the issue :P And they probably don't mean one of those "post here if you want faster speed" petition type feedback, but rather some well thought out and explained arguments for it ;)

Reply #69 Top

OK, Annatar, riddle me this...

In how many ways can I make a strikecraft of a particular type drain antimatter when it hits? Or disable abilities? Or give it any kind of passive ability?

Both in Sins and Entrenchment.

Reply #70 Top

You want to make strikecraft be able to channel AM abilities anywhere in a gravitywell while the carriers just sit and watch.

 

Why dont you just stap the predators shouldercannon onto chuck noris :omg:

Reply #71 Top

Quoting The_Regicide, reply 19
OK, Annatar, riddle me this...

In how many ways can I make a strikecraft of a particular type drain antimatter when it hits? Or disable abilities? Or give it any kind of passive ability?

Both in Sins and Entrenchment.

AFAIK strike craft in vanilla Sins couldn't get abilities. Someone said they can in Entrenchment, but I haven't tried modding that yet. But in general, a single ability has 2 ways to drain antimatter and one way to disable abilities. It can drain x amount in one go with an instantAction, it can drain x/second with a periodicAction, and it can disable abilities with an entityModifier.

As a passive, you could just make it drain x/sec of everything in radius :P

Reply #72 Top

But where do I put this? So far, I know I have the option of putting it on the mothership that has the strikecraft, but what are the alternatives?

Reply #73 Top

Well, each fighter has its own entity file (FighterTechBomber, FighterTechCombat) and each squad has one too (SquadTechBomber, etc). In vanilla, neither of these have anywhere to stick abilities in. In Entrenchment, I would guess it's the squad entity that will have the abilities listing.

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Reply #74 Top

           Hello all,i have newboerg's resize.exe tool on my desktop and don't know how to use it,can someone please give me a step by step setup of what to do next thx.

Reply #75 Top

Quoting EvilTesla-RG, reply 16
Problem with using new maps to make faster games is that sin's doesn't automaticly download maps. So it can be very difficult to find ppl with teh same maps online.

 

I'm one of the faster game advocates.

I think that sins is perfect the way it is, but we should get anouther mode of playing that is much faster, like a "skirmish" mode.

Well EvilTesla-RG say hello to THE DOME (under either multiplayer tab or the modding tab (the best one))!!! It's. by my count, EXACTLY what youre looking for. Quick 30 min max games for those ofus that sometimes do not have the required time to play long 6-hour + maps!!

So check it out and tell me what you think about it +_+