[Greed] Point Defense Strings

Visual & Textual Clarity for Point Defense

https://github.com/VoltCruelerz/pd-strings

Point Defense Strings

Changes

  • Point defense autocannons now fire in shorter, denser bursts to look more like real-life point defense weaponry and avoid the silliness of seeming to shoot down dead missiles.
  • Point defense weapons have also been disambiguated in the UI based on whether or not they can attack things larger than a strikecraft.
    • PD-A (Point Defense - Attack): these turrets can be used offensively to attack other ships, such as on the Garda.
    • PD-D (Point Defense - Defense): these turrets cannot be used offensively, such as those on the Sova.

Installation

  1. Download the latest release from here
  2. Extract the zipped contents to %APPDATA%/Local/sins2/mods/, so that this file's path is %APPDATA%/Local/sins2/mods/pd-strings/README.md
  3. Add/Update enabled_mods.json
    1. If you don't already have one, add an enabled_mods.json file to your mods directory. It should look like the below:
    2. If you do already have one, just add in the element to mod_keys.

Example enabled_mods.json

{
    "mod_keys": [
        {
            "name": "pd-strings",
            "version": 0
        }
    ]
}
13,717 views 5 replies
Reply #1 Top

Good to see somebody already at the modding. From what I have seen even the devs expect they will heavily rely on star wars and star trek complete overhaul mods. Personally I don't think the scope and feel of sins is large and detailed enough for Star Trek especially where large fleets always seemed to be hard for the Federation to get together, let alone thousands of miranda class ships wandering around all over the place. Star Wars was the same. The rebels barely had a fleet and now they have thousands of capital class ships massing all over the place. Star Trek especially needs that ship individuality and attachment. Star Wars and even the Empire's Star Destroyers we get the feeling we should know by name and reputation rather than them being another mass produced hull of no meaning or power. It's a doctrinal thing that the mass production\mass death of fleets nature of sins does not lend itself to. The lack of tactical options is especially telling in sins for a ST or SW mod. 

I am looking forward to seeing what that new Stellaris based professional game coming out can do.

I like the sins base game personally, but will be interested to see what mods can do. Especially with no workshop like steam has, will the sins crew host these mods?

Reply #2 Top

We'll have to see what that dedicated tab holds when that's live. Ideally, it would hook into a repo of existing mods that modders can contribute to.

Importantly though, it seems like they're really only offering good support for overhaul mods because of a lack of handling of localized text/manifest collisions. Basically, if you like the base game and would rather a collection of small mods, you're just kind of out of luck unless someone makes a mod pack for it, but that will be annoyingly manual and version dependent. It's entirely possible this changes later, but I've not seen any comment on this, so I'm going to assume not.

As a result, I've started making a mod loader that will merge mods together while managing manifest and text collisions.

Reply #3 Top

Cool stuff on the mod! The PD wasting a lot of damage on already destroyed missiles was definitely an issue for me so far.

Quoting Volt_Cruelerz, reply 2

We'll have to see what that dedicated tab holds when that's live. Ideally, it would hook into a repo of existing mods that modders can contribute to.

Importantly though, it seems like they're really only offering good support for overhaul mods because of a lack of handling of localized text/manifest collisions. Basically, if you like the base game and would rather a collection of small mods, you're just kind of out of luck unless someone makes a mod pack for it, but that will be annoyingly manual and version dependent.

As a result, I've started making a mod loader that will merge mods together while managing manifest and text collisions.

Modding is not yet officially supported, so I don't think it is clear whether or not they will change this lack of handling of localised text/manifest collisions.

Quoting Norska, reply 1

I like the sins base game personally, but will be interested to see what mods can do. Especially with no workshop like steam has, will the sins crew host these mods?

Somewhere on the Discord they have indicated they will indeed host the the mods (and multiplayer) in some way themselves, so that the platform does not matter.

Reply #4 Top

Quoting Smarti12, reply 3

Cool stuff on the mod! The PD wasting a lot of damage on already destroyed missiles was definitely an issue for me so far.

It doesn't actually change the performance, it just changes the appearance. For burst fire weapons (like autocannons), the damage is done at the start of the particle effect. Because the effects were sometimes several seconds long on PD guns, it led to weird situations where the gun seemed to continue to shoot at an already dead missile.

Reply #5 Top

Thanks for sharing and great work!