Flagship Mini-Mod
Average Rating: 5
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File Size: 2.49MB
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Flagship Mini-Mod

Updated Sep 01, 2010 by ZombiesRus5

Comment #1 Wednesday, September 1, 2010 11:53 AM

This is a fun little mod that gives the potential for a real flagship of the fleet. The Random Flagship will level up at twice the rate of normal capital ships and has 4 targetting banks per weapon (mini-starbase like).

Comment #2 Friday, September 3, 2010 3:56 PM

Fun little mod.  About the only thing I would like would be the ability to designate the capital ship of my choice rather than the random feature it has now.  Perhaps tie it to the first capitol ship built gets designated the flagship.

Comment #3 Friday, September 3, 2010 5:15 PM

Thanks JWConner. Here is the forum link for this mod if you want to read some of the thoughts that went into this. (https://forums.sinsofasolarempire.com/391100). In regards to the question about designating the flagship, I'm not sure that can be done with the current features available to mod with. You could very easily modify the files though to limit the random ship that is generated though.

Comment #4 Thursday, September 9, 2010 3:08 PM

Can you give me an idea of wich files need to be altered, and how?  I have to admit I don't no much about the modding process.

Comment #5 Tuesday, September 14, 2010 12:19 AM

For example... Open BuffTechFlagshipBeacon.entity and set the randomShipCount to 1 and delete the randomShip type and weight lines for the flagships you don't want to spawn.

I personally prefer the random approach as you get to build your fleet around a different style of capital ship, but understand if you want to control the outcome.

Comment #6 Wednesday, September 15, 2010 10:32 PM

Thanks for the info, I agree the random factor of the Flagship can be fun, but the Colony & Support flagships don't work out that good at times.  Overall a great little mod, one thing suggestion I did have is that you might want to setup the flagship to be buffed up maybe double up the Hull/Shields/Armor/Weapon stats.

Comment #7 Wednesday, September 29, 2010 2:34 PM

will your mod here work with other mods... specifically with say the requium mod or the super awesome Star gate Invasion mod, or the Star Trek: Sacrifice of Angels 2 mod?

It's great to see modders finally making more mods for Sins now, but I guess the modders had to wait to see if the sins devs had stopped patching for a while for the older mods to catch up.

Thanks for taking the time to make this though, it sounds awesome and I do hope it will work with the mods that I love to play now.

Comment #8 Wednesday, October 6, 2010 8:38 PM

To answer your specific question... No, this mod is not compatible with Stargate or Star Trek. These mods have highly modified game files making it pretty much impossible for mods to stack without specific tailoring.

In general mod compatibility is pretty much non-existent except in fairly specific cases. For example, graphic or sound mods are generally fairly compatible because it doesn't deal with files that modify the game play and if they aren't used by the mod it's stacked on then it's not that big of a deal.

Now the concept of this mod is compatible with any mod that currently exists. However, this would require someone to create their own Stargate or Star Trek flagship extensions to work with these mods. I know of a person from the soase forum that modified a version of this mod to work with Distant Stars (another great mod for soase). It's generally accepted to modified a private version of someone elses mod as long as you don't share it externally.

I know this probably isn't the answer you wanted but it is atleast an honest answer.

I'm also working on my own mod adding two new unique races and it's been asked if I will include the flagship concept with it. I'm hoping I can add it as an optional mini-mod that is tailored to stack with my main mod (Sins of the Fallen).

Comment #9 Thursday, October 21, 2010 1:38 PM

Hey thanks so much for answering my questions. I've lost interest in pretty much anything from stardock lately cause of their unavailability. I guess it's money related. I've also lost interest cause there are lots of really cool mods listed on here, but they will not work with the current version of sins.


Comment #10 Saturday, October 23, 2010 4:29 PM

Most people are not uploading their active mods to wincustomize. I sorta did this one as a expirement to see how it went. My personal opinion is it's not very modder friendly. However, there are other avenues to finding current modding projects if you are interested.

http://ricksgalaxy.homestead.com/links.html - personal favorite for links to active mods for sins of a solar empire.

http://www.moddb.com/games/sins-of-a-solar-empire/mods - Not quite as actively updated but good to visit.

https://forums.sinsofasolarempire.com/forum/443 - Modding forums, requires a little hunting. The easier way is to get here through ricksgalaxy.

https://forums.sinsofasolarempire.com/388917/page/6 - (Self promotion here). I'm getting ready to release a beta version for one of my add-on races.

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