AmPm1 AmPm1

Capital Ship Mod v.1 *updated 2/16*

Capital Ship Mod v.1 *updated 2/16*

Capital Ship mod (Turning into a bit more mod)

Changes include Capitalships getting more powerful, as well as a graphical Rate of Fire increase for a bit more action and a better look.

v.1
-Cap ship price doubled
-Capital ship HP doubled from original game
-Capital ship damage doubled from original game
-Planet defense platforms changed to Capitalship damage type, damage and range increased
-Pirates now bring it! Capital Ships fallen into pirate hands.
-Kol class has gained a bit of a boost to its Gauss Rail
-Kol class no longer fires its beams forever
-Carrier Capitals and Support/Colony Capitals ships fighter bays larger
-Scouts now autoexplore when built
-Phase Jump Inhibitor now with more Betterâ„¢, 100% better.
-Kortul slightly buffed after found lacking
-Capital Ship heal abilties buffed
-Kol, Kortul, Radiance all have been modified. A weapon system on each has been adjusted to shoot attack craft.
-Radiance side plasma guns traded into small beams, now looking much more awesome.

Test
-Pirates now have access to their own capital ships, these are slightly older models featuring lighter armor and less well trained crews (fewer abilities, less powerful abilities) Weights modified to see if they spawn more commonly. Still working on getting these working properly.

Updated 2/15/08
DOWNLOAD
33,502 views 45 replies
Reply #26 Top

rofl at people asking why the price is doubled..

Because he made cap ships more like how they should be.
I like this alot. How do these work online though? I'd love to use this online it's pretty perfect!
Now buff Vasari carriers healing. It's shit compared to advent mothership. a 25% or 50% increase would be nice


the same thing was done in another mod, one mod ill actually be trying and most other people as well since it does a hell of a lot more and doesnt double the price of cap ships. in fact it triples the hp for no cost increase. thats the way it should be. 6k for a capitol ship? forget it.
End of quote


I take it you download trainer hacks for games to help you beat games on the easiest difficulty?
Reply #27 Top
man, i tried again, no luck... the resource black market screen is still messed up. do you think you could just include the files needed to buff the cap ships and the turrets? maybe if you just included those by themselves it may work. the little bit i have played with it its been great, but cant do it with the resources messed up...
Reply #28 Top
Hello, great mod, I really like the better defenses, but I have some problems, the biggest one being that the capital ships seem too powerful now. I agree that they need a buff from vanilla SoaSE, but with your mod I was able to beat 3 hard AI with 7 capital ships, no support craft at all. Other then that, great work, thanks for the mod.
Reply #29 Top
I love the idea of this mod and I downloaded it, placed it in the Mod directory under Documents and Settings/owner/local settings/application data/ironclad games/sins of a solar empire/mods.

I got this mod to work, but I have a bug now. The cost of selling any crystal or metals is -214797494832, so any selling of either drops my credits to 1!!!

Just an FYI

Any help?
Reply #30 Top
Can you tell me any more information about it? I've been running it and never encountered this problem.

Possibly file corruption on downloading? Any and all information would be helpful since I can't duplicate it even after downloading my mod and running it.
Reply #31 Top
Hey, just want to give a shout out and thanks to AmPm1 for a great mod. I'm not having any problems yet.

What, if any more changes are you planning to this mod?

Great work.
Reply #32 Top
The healing mods are something we were talking about the other night..

this mod rocks, caps / emplacements and phase inhibitors now have more of a place rather then your 100 missiles frigits!
End of quote


Just to add to this, the bug is much more serious. Whilst the purchase price is 0 credits, the sell price is -2.1 bn - yup, that's negative 2.1 billion credits. Effectively as nice as the change is for defences and Cap ships, the black market is out of commission.
Reply #33 Top
I still can't replicate this bug. Will continue trying though. None of my testers have encountered it either.

Do you have any other mods installed? Are you using any trainers/hacks? Anything at all out of the ordinary?
Reply #34 Top
Ok, we were testing this earlier, and the market was fine. HOWEVER! It seems like the pirates are getting a little too many ships...

Reply #35 Top
Ya when I was helpin ampm test multiple times the market has not had a single issue as of yet... BUT DAMN YOU AMPM, tooooooo many pirates!
Reply #36 Top
Well, until I can edit my original post... NEWEST
Reply #37 Top
The healing mods are something we were talking about the other night..this mod rocks, caps / emplacements and phase inhibitors now have more of a place rather then your 100 missiles frigits! Just to add to this, the bug is much more serious. Whilst the purchase price is 0 credits, the sell price is -2.1 bn - yup, that's negative 2.1 billion credits. Effectively as nice as the change is for defences and Cap ships, the black market is out of commission.
End of quote


I have same problem
Reply #38 Top
yeh, its still there... not sure why but the mod is great... i wish i could play it, but the market problems are too much..
Reply #39 Top
I still can't seem to duplicate the bug. Not sure what is going on. Played it 6p FFA last night, went for 4 hours, no problems at all.
Reply #40 Top
I also have the same problem with the blackmarket. I started a game on a medium map with 4 players. I drop one of the AI, and I play as Advent and the other 2 AI are Vas. and Tec. The last 4 times I try a new game I use this combo and have the same problem.

I select a medium with no pirates if that helps.
Reply #41 Top
Maybe you got different versions? 1.0 and 1.02?
Nice screenshot of the pirates :D
Reply #42 Top
I also have the same problem with the blackmarket. I started a game on a medium map with 4 players. I drop one of the AI, and I play as Advent and the other 2 AI are Vas. and Tec. The last 4 times I try a new game I use this combo and have the same problem.I select a medium with no pirates if that helps.
End of quote


This seems to happen if you load the mod on startup. Are you doing that?

If you did, disable the mod by hand then re-enable it and start a new game.

Capital Ship mod (Turning into a bit more mod) [..]
End of quote


Food for thought:

1. Turn the default option for auto-join fleet off.

2. Increase default squadrons for hanger defenses from 1 to 2 (or make it upgradeable).

P.S. You practically doubled everything for the capital ships. Did you double the supply used as well?
Reply #43 Top
I think I figured out why the black market is breaking.

Basically if you try and make a purchase that you can't afford, (increase bounty on someone, buy mineral/crystal) for some reason the system takes all your income from that time forward and resets the black market value to -2billion.

Can someone please confirm/deny? This has happened to me 4-5 times in different single players and I'm pretty sure that's the reason
Reply #44 Top

mine just starts broken... unfortunately i can't play the mod due to this. i played one game, but won really easily and i think it was because the computer opponents had their cash 0'ed.. they werent producing anything at all and were very easy to defeat.

i'd love to play the mod if we could get a fix!
Reply #45 Top
I can confirm the Black Market problem only happens if I set enable the mod to autostart. It does not happen if I disable and enable it by hand. Problem with then engine itself and not the mod? For me it is playable just annoying to not autostart.