To create strategic variance without something so arbitrary-seeming as pre-existing and unexplained 'phase lanes,' I can imagine, for a hypothetical sequel or spiritual successor, requiring the player to construct gates to travel between gravity wells. Suppose there's a limit on how many gates may be constructed per star system (because they are powered by the star or something like that), requiring the player to consider which wells are connected to which, and ultimately what the route to th
Saerain
Most of what I would want is not really expansion material, but sequel or 'spiritual successor' material. The only expansion I can imagine, at this point, is one which introduces the Vasari's arch-nemeses. Yet for Sins of a Solar Empire 2 or a spiritual successor, I have two broad wishes: More realistic star systems. Moons. Orbits. Terran planets in the habitable zone, ice planets in far orbit,
[quote who="DarthCaedusMorgan" reply="2" id="1911436"]These are just some examples I thought of go ahead and make comments For map revamp, I would support the ideas of 1: making ship/structure/planet scale more appropriate 2: Solar systems more realistic a: moons b: 3 to 6 planets per solar system &nbs
Heh, as long as it's working as intended and not a problem on my end. I've been having stability problems with vanilla Sins, so I'm mostly making sure this isn't another symptom of whatever that is. Thanks.
This is probably the most impressive mod I've ever taken for a spin. I feel like I should have paid for it. However, I seem to be having a problem with the textures: all of the ships of all the Maelstrom races appear to be basically the same off-white texture, apart from the color they reflect from the ambient light. I didn't notice at first, since I was playing the Replicators and figured it suited them, but once I encountered the Norlamins and the Alliance, I knew something was w