Thanks for the kind words about the MOD everyone, glad to see it's been so well recieved in the community, sorry about not replying for the last couple of days havent been too well but im back on the case
PATCH 2 will be released either tonight or tommorow for download and will include the Pirate raider fixes, for now I've uploaded a new gameplay.constants file that should be placed within the GameInfo directory which should fix this for now.
Ok I modified the max pirate amount to 250 in the gameplay.constants file, and have yet to minidump in a 9hr+ game, so maybe that is a good fix, I'll keep you posted, and thanks mucho for the tip Phoenix_Avenger.
P.S. This is by far my favorite mod, makes the research much more meaningful, the planet variety, and I really like the music, huge plus for me there. This Mod with Entrenchment should be top notch.
You'll be glad to know the Pirate fix will be included in the next patch for Sins. Thanks for mentioning the fix Phoenix_Avenger I had figured it would be either the gameplay.constants or one of the later pirates ships file had corrupted between BIN & TXT conversion.
Ok, after some more playing. Here is what Ive concluded. Ive only play as TEC so Im not much help with the other races.
None of the Caps attack strike craft. I dont see them attack and if there no flax to indicate it ive not seen the damage either when I look at the enemy fighters/bombers.
Dunvo still attacks like a Marza or Kol. ( I know you know about this one.)
Kol and Marza do not seem to attack reguarly with all their weapons. Its hit or miss some times they go guns ablazing sometime they only attack with half power or half weapons. Marza love to just sit and fire missles. Kol doesnt like to use side weapons.
Here is a suggestion, while your changing all these cool things why not moddify the Caps themself. Some of the abilites are overpowered or under. For example, Kol's Gauss Rail Gun (The description says armor piecing and well its affected by sheild migation etc etc. So why not add a reduce armor for X seconds.) I can give you more ideas if your interested. But I think there are some needed changes for every race Cap wise.
Ive noticed the reserching seems to be a bit odd cost wise. I know for example of course, that the hull upgrades for TEC increase in cost per lvl of research. But its funny is that to get lvl 10 of the first upgrade cost you an arm and leg but the next research is tiny compared to what I just paid. I hope that made sence. lol.
Got a question about the Diablo ship. Why does the TEC get a new ship and the other races dont? While I enjoy the ship for its help against the Advents fighter advantage. Instead of giving the TEC another ship why not just include upgrades to the orginal anti-fighter ship? Unless of course you plan to give the other races a new ship.
I need to play as the other 2 races to get their POV.
Great suggestions as always UE-Carbon, the Dunov is now working correctly, the problem was caused by a modifcation made by Skyline while good it was made in the later stages of his development so it wasnt fully tested. The front cannons & missile launchers of the Dunov were increased in power and so were the Left & Right rail's of the ships weaponry however the front + front exceeded a single side of the ships attack power and as such it just faced the ships instead.
I'll take a look in to the KOL + Marza from your description it sound's like a "range" issue with the game's AI & the ship being unable to fire all of it's guns at X range.
Your suggestions for tweaks or adjusting the capital ship abilities would be more than welcome id love to hear your ideas on them.
I had also noticed about the research however due to the way the game's research works there isnt really a way to compensate for this as far as I've seen (I'll look in to it further once I get the next patch out). The research currently scales from the original price (automatically by a set percentage from the original cost) so due to the amount of research there is in total the price's dont seem to scale well.
The TEC were given the new ship (the Diablo as you mentioned) the Vasari get a new ability on one of their ships which is the Mobile Phase Disrupter, the Advent however didnt gain much of an advantage (apart from a slight boost over the TEC & Vasari to their squadrons' capabilities).
Another bug report...though im not sure if its a bug exactly. The vasari heavy cruisers texture is all wonky, like somone put it on there sideways. There was also a TEC ship that was like this but i forgot which one. sorry. Good news is i havnt gotten a single minidump since i started playing with Pirates inactive. Once thats fixed the stability should be pretty good.
I have taken a look at the Vasari Heavy Cruisers (textures & entity files) and couldn't see anything wrong with them however I will keep looking in to this problem and find a fix asap (probably PATCH 3 now).
Great addition, seriously fun! I cant wait till you mod this for entrenchment!
Oh btw, if you get around to modding entrenchment, fix the mines since you do the job of the devs, better than the devs...
I will certainely be bringing this to entrenchment it will ofcourse have a few balance issues in the first few iterations to the expansion however im sure we'll be able to work them out.
so will this only work with 1.12 and 1.05?
This MOD is compatible with game versions 1.1x as far as I'am aware 1.11 to 1.12 were minor fixes & tweaks made to the game by the developers nothing that would affect the MOD's functionality.