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
xXAequitasXx
Very, very pleased with the Vasari upgrade so far, excellent stuff bailknight!
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.
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.
I'd also recommend next time asking in Uzii's release thread.
[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
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
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?
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.
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
[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.
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.
[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!!!!!!!!!
[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.
[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
If you are using [b]The Mars Effect[/b] v1.0 and [b]Sins Plus[/b] v1.0, the correct string count is 5304. Those are the two I am currently using.
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
[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
[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
Yep, I've kept all changes to the bottom of files wherever possible, so merging my English.str file with anyone else's should be a breeze. @Bloodhawk: To your first point, I'm actually planning on increasing tactical points overall for all races; what I'm saying is that Vasari would receive the least amount of additional TAC slots. I will also likely up the TAC cost of the phase gate--as is, the phase gate is probably the Vasari's single greatest strength, and on medium + maps
Very nice stuff Uzii!
Version 1.0 Release. Released it earlier than I really wanted to, but such is life. What I really need from people is feeback, bugs (thanks again Uzii and Bloodhawk32), and also input on additions. For instance, I was thinking about, for a future release, increasing the amount of tactical slots for planets. Now, there are a couple of ways I can do this: 1.) Racial differences. I personally believe that the Vasari should have the least (reflecting their mobile natu
[quote]Unless you changed it in .9A without documenting it, Vasari bomber squadrons have only one bomber.[/quote] Weird...looks like I screwed that up for .9A somehow, bah! Fixed and thanks again for finding that! [quote]Found some other rather odd bugs last night that i will try to duplicate today.This was on my single player game, was playing as TEC. For some odd (and frustrating) reason the game would not let me research some abilities.I do not remember the actual TEC names
[quote]Tried to combine the mods using the method posted earlier in the thread. It seems to work ok single player, or atleast i didnt get any crashes when i played for about an hour or so myself.But as soon as me and a friend try to LAN with the mixed mod, it causes crashes for one or the other.We both have the same mod checksum, and the crashes seem to come at varying times. My friend seems to think its caused by a pirate message. We're going to try removing the planet bonuses mod now and see i
Very nice; the flak ability of the Kol in particular was nice (maybe with a couple of tweaks to look more like it is exploding shrapnel over the primarily white bursts that I saw from the video). Again, very nice!