I'll try it, but it doesn't seem likely, since I have a nifty display on my keyboard showing how much RAM I'm currently using, and when playing the mod it doesn't even hit 25% of my RAM total.
Also it worked fine before the latest update.
Sadly with Sins your total RAM isn't that important. If you have 8GB of RAM 25% is the point you'd start to have problems, as Sins can really only use 2GB of RAM no matter what your machine has.
Quoting GoaFan77, reply 595Thanks Jarin, there is definitely something wrong here (I got 0.03 FPS at one point ). Still working on figuring it out. It only occurred well after the battle started though, not sure if that's the same thing you experienced.
That is exactly what I experienced, and after playing a few more games I have yet to see anything like it. Every other game I've played thus far works swimmingly. This mod is my favorite thing about Sins
I'd also like to take this moment to not only thank him again for the awesome mod hes put together, but for also responding to our questions/concerns and doing things about it
Thanks!
I love the DS mod and the team they have over there is really top notch (I wouldn't be able to do even a quarter of the stuff they've put together), but I got tired of waiting for an update that doesn't seem to be coming any time soon
Yeah, I know a couple of their team well, and from the sounds of it a little less than half of their team refused to upgrade to Rebellion, and everyone but perhaps Nancy (who I've never met or talked to, despite supposedly it being his mod) has put it on the back burner. What really disappoints me though is a lot of their players only played that mod, and they're just waiting for it to be updated and not paying attention to all the other Sins mods that are coming out of Rebellion.
That said, tell your former fellow DS players about this mod, the next major version will probably have the research minimod I promised that double the levels of research for standard techs like DS does.
1. In the past three games, on Random Huge with 10 teams, the Pirates tend to die midgame, because many enemies use the experimental weapons against them, and especially the capturable Styx Engine to kill them as soon as possible.
That is interesting, I've rarely seen the AI use the ancient structure experimental weapons. Though I suppose they do explore their planets pretty well late game. However, I believe the Styx Engine, as a biological weapon, only kills population, slashes trade income, and makes the planet more vulnerable to bombardment from other sources, but I don't think it does much damage directly. The Rudra Annihilator Cannon on the other hand (AKA the Superlaser) does more damage than even a Novalith, so that one could cause that. Of course I've seen this behavior in Vanilla Sins just with TEC Novaliths.
A. Can you make the defenses stronger at the Pirate Base? Perhaps add a starbase or triple the amount of mines?Add a couple shield generators? They die too fast especially with against a Cruel or Vicious enemy, which makes pirate missions worthless.
Well keep in mind the mines got reformed in E4X so you don't need many to be effective. I'll probably add shield generators, assuming I don't notice the AI having any issues with that.
B. Also maybe increase the reward that you receive in capturing the pirate base, like give it 8 asteroids?
I actually already had an idea for that. It's not quite that economic but it should be pretty cool, especially if you like the pirates.
2. Also have you heard of the Expanded Starbases mod that allow star bases up to 24 slots? Well in your mod, it is still limited to 8, but Ive seen Argonev Starbases reach up to 57,000 Hull Points (with 7 slots in Hull ! ) and saw an enemy Orkulus with 63,000 Hull Points i believe, which scared me greatly. They have made great counters against low level Titans and giant fleets but the cost goes up with each hull upgrade. This has been the first time a starbase has actually scared me to go against, especially when there was a TEC Loyalist enemy with two of them (one at 44,000 HP and the other at 34,000 HP), and I was forced to use 50 Orgrev Torpedo Launchers against them.
That is probably one of the new planet artifacts I added, which boosts all Starbases hit points by 50% among other things. There is also a special ancient starbase, the "Behemoth Class Fortress", which is a bit tougher and with substantially better weapons than normal starbases you might have seen deployed.
This mod is in sort of a bind with things like 24 Starbase slots though. On one hand I started as mainly a single player modder, and as a 4X mod obviously there's some focus towards the big, longer games. On the other hand, lately I've done more multiplayer and understand the competitive scene better, so I try to keep my mod fairly balanced and fix issues with the Vanilla imbalances where I can. On one hand I like the restricted slots, as it forces you to make a strategic decision on how you want to use each starbase, and its probably not economical to ever use all 24 upgrades on a SB even if you could. On the other, I know a lot of single players like to turtle, and in longer games it might really be useful to have more than 8 slots. I don't know if I'll do this but if I do it will likely be as a minimod, which I've done with things like Superweapons and titan levels where what is best for one style of play contradicts what is best for the other.
3. About the envoys, if they have offensive roles now perhaps make research that you can unlock to increase armor or hullpoints, and the research theme can be in espionage like Central Intelligence Agency for TEC, Stellar Hypersense Program for Advent, and Tachyon Espionage Command for Vasari.
Sadly the envoys have all of their ability slots full, there's not a lot more that can be done with them.
4.For extra fun, perhaps add a large number of asteroids at wormholes, it will give more of an initiative to guard them.
Hmm, again I'm not sure if just more resource asteroids is the answer, but I guess some sort of random encounter (or something else that might be found near a wormhole) might be cool just so those gravity wells aren't always blank. Anyone have any ideas?
5. Perhaps add a 4th and 5th Hero for Culture and another for Diplomacy.
Again, sadly I don't have a lot of ways to make interesting non-Combat hero abilities, let alone 2 for each faction. I did have some plans to make a subfaction unique hero (the command structure buildings you control Heroes from only have 1 slot left), and the TEC Loyalist one mainly focused on Defensive/Economic/Diplomatic/Culture buffs like your suggested, but this is currently not high on my priorities list. I may still do it someday however.