10000 Unit Cap mod, x2 Capital ships

I have almost finished a Unit cap and Capital ship mod, I just need to test it, make sure it doesn't cause any major issues.

It is based on a previous 10000 unit cap mod, but that one doesn't seem to work anymore. So I updated it to work in my 1.02, using almost the same settings. I have made it so the units are; 500, 1000, 1500, 2000, 3000, 4000, 6000, 8000, 10000. And capital ships are; 2, 4, 6, 9, 12, 16, 20, 25, 32.

I also limited the upkeep to 5% a level, to a max of 40%. I am also considering making the cost of the higher levels for capital ships double the cost. Make it a little harder to get there.

Also included in this is Xiskio's Font Mod, by Xiskio. This improves the readibility of the in game font, especially at higher resolutions. (mine is 1680x1050 and it helps A LOT).

Just wondering if this is anything anyone would be interested in, or if I should just keep it to myself......

This one has no added costs for the last 4 levels of Capital ships

This one HAS added costs for final 4 levels of Capital ships
22,158 views 34 replies
Reply #1 Top
I'd be interested, but I have yet to graduate past medium maps against 3 AI opponents... I don't think I'd need it until trying my hand at the large maps.
Reply #2 Top
I wanted it, as my friend and I want to try a 200 planet map with 8 computers. The cpus probably in teams of 2 and locked teams. a game MANY hours in the making, so you need the units and the capital ships


Also I neglected to add in the first post, I limited the upkeep to 5% a level, for a total of 40%

I also think it might be wise to increase the cost of the higher levels more so in the capital ship reaseach. Maybe up it by 100%
Reply #5 Top
I too would be considered as having a level of notice equivalent to interested.
Reply #6 Top
I am just going to fix up a couple things and will be posting this mod right away!
Reply #7 Top
Yes, I would be for the fact it would help defend on those larger maps where you simple can't spare anyone.
Reply #8 Top
Yeah im interested! :O
Reply #9 Top
I would be interested in a mod that JUST changed the unit cap levels like you wrote, and nothing else. Not changing the upkeep cost or anything else, just simply increasing the ammount of cap per level.
To have 10000 ships should cost you 75% of your income (or whatever the default final level is), because 10000 ships is insane :)
Reply #10 Top
No way lol. Defenses are useless enough as it is :P (And 75% of your income on big maps with lots of trade and such... just isn't that much, I was making more than a 1000 credits a second on a random huge map... ... I'm okay with only getting 262 credits a sec after taxes)
Reply #12 Top
What so I post them and no one else comes to the thread??
Reply #13 Top
sounds great but you should leave the fleet upkeep the way it is, maybe even increase it at the higher levels a bit since your going to have alot more worlds on larger maps, which require bigger fleets to defend.
Reply #14 Top
Yea 40% seems a tad too low, however it's your creation. You shall do with it as you please. Kudos regardless.
Reply #15 Top
I love it, thanks

Can you make the limits even higher? or let me know how to do it?

The percentage is fine. I just would like to field more cap ships, I figure if im controlling 100 worlds, i should be able to have a capship for each planet...

Maybe the capship limits up to 128, instead of 32? and a fleet capacity of 20,000?
Reply #16 Top
Sins crashes on my clean 1.02 install when I try to enable the mod.
I placed it in the folder as the readme file said...is there something else I need to work with?
Does having sins run from an external hdd cause and mods on cause it to crash?
Reply #17 Top
So if there were too many ships in one system with this mod you could technically ruin your computer?
Reply #18 Top
I extracted the mod into the mod folder. I boot up the game and enable the mod. I started a new game to check it out. Messed around and built 8 research facilities to see the cap. When they all had finished I opened up the Fleet Logistics tab and start researching. It finished the first upgrade and my fleet upkeep/cap stayed as it would without the mod. Does it work and just not show it or something?
Reply #19 Top
Sins crashes on my clean 1.02 install when I try to enable the mod.I placed it in the folder as the readme file said...is there something else I need to work with?Does having sins run from an external hdd cause and mods on cause it to crash?
End of quote


No idea if running it from an external HDD would cause any issues. I know that my friends and I have played with this and both hit the 10,000 cap with no issues.



So if there were too many ships in one system with this mod you could technically ruin your computer?
End of quote


I wouldn't "ruin" it, but it would probably make it slower than dirt and most likely end up crashing. I have a Core2 Duo at 3.2 GHz, with a 8800GTX and if I have more than 1000 in one star, its slow.




I extracted the mod into the mod folder. I boot up the game and enable the mod. I started a new game to check it out. Messed around and built 8 research facilities to see the cap. When they all had finished I opened up the Fleet Logistics tab and start researching. It finished the first upgrade and my fleet upkeep/cap stayed as it would without the mod. Does it work and just not show it or something?
End of quote


Check your mod dir in game. There is a butotn in the mod option, make sure you have the directory there. Also make sure you have all the files extracted.

Reply #20 Top
Well, I tried extracting the mod again, and it works fine now.
Although, it does make my laptop crawl in pain when there are tons of units on screen.
Reply #21 Top
Hmmm, I just extracted it again so there are now 2 of them there and it seems to be working without any issues. Oh well. :)
Reply #22 Top
question: is there a way to increase the # of cap ships again, but reduce the 2000 limit to something like 500? or 1000? thanks.
Reply #23 Top
Always fun to field huge fleets against an hard ai on a huge map, or just having the extra units for a smaller map for garrsion duty.
Reply #24 Top
Excellent mod going to try it this weekend, but can you increase the effectiveness of defenses to balance it out?

Like double the hangar space and doubling the damage and range of point defenses? If you do that, it should be a very good mod.
Reply #25 Top
I am fooling around will doubling the hangers squadrons, but want to see what the effect 1.03 has on the mod.

Also, I have run into a few multiplayer issues, so I need to work through that