Sins Rebellion Ion Cannons v1.1
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Sins Rebellion Ion Cannons v1.1

Updated Jul 17, 2012 by Darksxx


spear1222
Comment #1 Tuesday, January 29, 2013 9:01 PM

I very much like the sound of this mod. I, too, do not like the big cannons. I usually change the price, research time, build time and anti matter restore time to such ridiculously high numbers that no faction can get a working cannon for a great many hours of gameplay. But that just makes the cannons utterly useless.

I like what you have done, but there are a few points that need to be made more clear.

First off, a simple typo in the first stage of research. You wrote "with-in" sector. It should be one word, "within." Secondly, the next stage of research says "Max Increase: 1" as one of the benefits gained after researching. What exatly is it referring to? I have not got a clue what it does. Lastly, after many hours of play, finally getting enough resources and cash together to research and build a cannon, I get a jarring message saying "Superweapon limit reached." Okay, how did that old TV advert go, "he wasn't prepared for that." Again, I don't know what that means, don't know why I'm being restricted, no info on the matter whatsoever. Kind of messes up any tactical stratagies that people might have been working towards, only to find a spanner in the works due to lack of intel and a surprise restriction.

Other than that, I really wish to enjoy this mod. 

Darksxx
Comment #2 Wednesday, July 03, 2013 12:37 PM

Hi
Spear1222,

Sorry I didn’t see this earlier. I’ve been so busy working on my new Mod for Never Winter nights - Eye of the Beholder 2 mod that I didn’t check here. I figured other would post any comments about this mod on the Sins Forums.

The Superweapon limit reached is in place because this is how it is written in the code by IC. The more planets you take over, the more of these you can build. It’s a numbers game and it also makes you think about how and where you want to be placing these to protect your sectors of space.

I did not make any back end changes to how the Ions really work, I only made them so they work in each planets gravity well They will only fire on ships within the gravity well of a planet.

The research is still the same; you get civic center’s down, and are able to do the research on them. Depending on what faction you choose makes the Ions cheaper as it does in the regular game. All of those basics are still in place. I did
not change that. I saw no reason to.

I hope this helps you understand the mod better?

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