xXAequitasXx

xXAequitasXx

Joined Member # 2382696
1 Posts 184 Replies 17,325 Reputation

[quote]Excellent! Now i can do away with my shoddy merge, and use something that gives BOTH mods![/quote] It took me all of two seconds to make it when I finally figured out where the hell the alpha channel went. Frackin' PS7 changing alpha into transparency; thank god for plugins.

261 Replies 358,861 Views

Just a minor request; it'll be easier to remove the (v1.0) tag on my mod, as I tend to update rather frequently; it'll be less a pain than asking you to update the version number on this page every time I do it on my thread ;)

71 Replies 271,440 Views

[size="4"][font="Impact"]V1.5 (Current Release)[/font][/size] - Sins Plus (by Uzii) is now merged with The Mars Effect as of 1.5 as is - Removed all pirate changes except for maximum strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD issue - Reduced time between quests to 4 minutes (game default: 3 minutes); quest durations remain unchanged from previous versions - AI willing to negotiate cease-fires at 40% happiness rather than 50% - PD Turret rang

261 Replies 358,861 Views

One thing to note: I have done this exact thing in my mod ([link="https://forums.sinsofasolarempire.com/post.aspx?postid=301007"]The Mars Effect[/link]) and one thing I will tell you to *not* do is to change the PreBuffCooldownTime variable. It will affect game balance (requiring you to also change bank damage, which will in turn affect how much the tech bonuses increasing fire rate and damage affect your ships), and also have a much greater performance hit than adjusting the BurstCoun

16 Replies 11,199 Views

In regards to #3: If figures out how, pray do tell, it's what I've been aiming for with my mod, but can't figure out how to do it.

5 Replies 4,321 Views

Very awesome feedback post Royal_Gryphon, I love getting well-thought out feedback, even if I don't always agree with it. Point by Point: 1.) Will likely reduce the time in between. While I do think that the longer times in large+ maps are necessary, I think I may have gone a bit too far. 2.) Unfortunately, there's not unless you want to go through the majority of the ship.entity files and adjust the burstcount and burstdelay for each of them. I'm running the game at

261 Replies 358,861 Views

Weird, I've played through 4-5 pirate raids and never had a CTD, although I'm loading this game from an actual save, not an autosave, although that shouldn't make any difference. Going to run through my changes and make sure I didn't goof, if I can't find anything, I'll remove my pirate changes for now. Expect an update later today.

261 Replies 358,861 Views

You're spot on Uzii, and the same basic mantra applies to planet bombing, where the rationale is you're not systematically wiping out all civilization, but rather (and I've heard two different explanations) the enemy government or the populace supporting the enemy government.

1,334 Replies 3,497,179 Views

[img]http://i36.photobucket.com/albums/e2/xXAequitasXx/Sins/MarsEffectMini-Banner.jpg[/img] [color="#FF0000"]Name[/color]: The Mars Effect (v1.0) [color="#FF0000"]PoC[/color]: [link="https://forums.sinsofasolarempire.com/?g=pm&action=new&acid=2382696"]Aequitas[/link] [color="#FF0000"]URL[/color]: See thread for download [color="#FF0000"]Info[/color]: The Mars Effect aims to revamp Sins of a Solar Empire to better accommodate larger maps through rebalanced ships; a modified

71 Replies 271,440 Views

I'm currently waiting on a dev response on this issue, as I'd really like to have individual planetaccess techs available, but if it's not possible, I'll continue on with the merge. Patience, grasshopper(s) :P

261 Replies 358,861 Views

Absolutely love the idea of "strategic mega-structures", and damn you for doing them ahead of me! :P Are you planning on creating new models, or are you re-branding existing modules to make these mega-structures?

17 Replies 10,753 Views

So my semi-solution works? I'm just curious if the original issue (more than one new/custom planet access research messing up) was resolved? I'm going to run through 1.1 right now, thanks Uzii for the heads up.

261 Replies 358,861 Views

My original plan was to fully incorporate Uzii's mod into my own, without the current "drawbacks" (i.e. losing my defense platforms). I've actually got a functioning copy on my drive that I was planning on releasing, but then Uzii and I noticed the research bug, so it's on hold right now. I'll likely release a version when the research is back in. Hopefully that helps clear things up a bit, and I've been a bit mum here on the boards mainly because I've been trying to troubleshoot for

261 Replies 358,861 Views

[quote]Is there a log somewhere of all the changes that this mod makes?And is it part of this mod that when you start a new game in SP, you start off with 4x heavy cruiser a couple of frigates, a colony ship and a colonized asteroid base?Unless thats what the map settings actually are. O.o[/quote] Which map did you choose? Some maps start you off with basic fleets and/or structures. Sins Plus didn't touch starting fleet stuff.

1,334 Replies 3,497,179 Views

I've been working on trying to find a solution to this as well, and have been in contact with Uzii, but I believe we're both stumped on this issue.

1,334 Replies 3,497,179 Views

[quote]nice mod aequitas and thx for the guide simsum, but i would also like to have a way to merge uzii's sins plus mod with this, and aequitas u said u already merged it right? cant u upload the folder just without the textures directory? and then ppl will just have to get the textures directory from uzii's mod and there u have it..... but thats only my idea... it will make ppl's life easier[/quote] Shhhhh...patience ;) [quote]AWESOME! AWESOME!YOUR WORK IS LEGENDARY!!!!!!!!!

261 Replies 358,861 Views

[quote]I don't know what this setting does, but will it help?prefersToFocusFire TRUE[/quote] That actually refers to the default behavior of ships in a fleet to tend to focus fire on a single target; disabling it seems to have each individual ship in a fleet try to engage the ship type it's best against.

4 Replies 4,733 Views

[quote]got the two working together again. unfortunately, got near the end of a game and crashed, but the game was almost over so it wasn't a huge deal.also for some reason the issue with the abilities not researching was fixed when i reloaded the saved game.Got to plead that you consider ironing out the online issues, this mod is excellent and combined with the best part of this game (other players) i think it would shine.[/quote] Hey, glad the research deal resolved itself. As for th

261 Replies 358,861 Views

There was one last step needed in order to merge our English.str files together, and that is to make sure that the number of strings listed for stringCount (very first line I believe) is correct. To do this, follow these directions by Uzii: [quote] How to make sure the string count is correct: 1.) Put the count number into a calculator and multiply it by 3. 2.) Plus 2 onto the number you get, and copy the number. 3.) Now, in the .str file, hit Ctrl+G in notepad, an

261 Replies 358,861 Views

[quote]Is there any posible way of combining the new settings, planets, ect. with one of the available balancing mods? With only one mod on at a time, it seems a little... lack-luster compared to the balancing mods that give more options, though adding new planets, techs, and planetary bonus' are a very good idea. I'm just wonder, though I doubt it'd work.[/quote] It of course depends on the mod, but yes, it is very possible to combine mods together, it just requires a bit of work on

1,334 Replies 3,497,179 Views

[quote]I do speak for myself.Don't be offended. Like I said, I will try your Star Trek mod in about 3 years.In the mean time, I'm going to enjoy the ACTUAL game online first.I just think it's a rude "slap in the face" to the game developers to speak of mods so soon.Ever think there was a reason that the developers created a modding section for their forum? Or provided assistance and guidance in the creation of mods, as well as in-game support for activating those mods? How is it possible for it

55 Replies 26,626 Views