DeadlyShoe

DeadlyShoe

Joined Member # 2406025
14 Posts 470 Replies 11,380 Reputation

Well first off, it's much safer to use the modding system instead. Try running SINS in windowed mode. It makes it easier to bail. You probably made a mistake in a ship definition file, sometimes this causes the game to go into an infinite error..thing, and it never minidumps.

6 Replies 7,858 Views

You probably made a formatting error in a data file, like not changing one of the numEntity #s. Go to GameInfro, sort by Date Modified, and delete recent files until the game stops crashing. Then undelete files until you have narrowed down which file it is. Then fiddle with that file until it starts working. If you can't get it to work, just delete that file and start re-modifying it from backups.

4 Replies 4,934 Views

[quote]- I don't know of any ability or capability of Sins to model anti-missile defenses. That's a big part of the book settings. I'm not sure how to model this part of the setting.[/quote] I'm not sure if it's possible, but you could try making a special strike craft with a short range kamikaze ability and using that to model missiles. It opens up many possibilities wrt alpha strikes, magazines, active anti-missile defences, screening, etc. I wonder if forc

44 Replies 30,479 Views

[quote] -.- uuhg well whats the point in having the mod if i cant play it again i dont think its my comp cuz last version of the mod worked just as well as sins so idk but the mini dumps are really geting on my nerves hopfully evil you can fix it if theres anyway you can.[/quote] You could try modding out the vanilla races, and perhaps your least favorite of the Star Wars races.

1,730 Replies 4,152,154 Views

*** This modified GalaxyScenarioDef file gives players back their starting structures and converts the militia to approximately equivalent SOGE ships. http://www.deadlyshoe.com/SINS/GalaxyScenarioDef.rar Extract to the SOGE/GameInfo/ directory. Note for Eville and other modders: Although most structures have been added to th

1,730 Replies 4,152,154 Views

That's not a fair comparison, really. You brought guardians and a progenitor with the illuminators but not the adjudicators? I mean, that's like 20000 regenerating shield points stacked on top of em. And the poor adjudicators dont even get flaks... :(

40 Replies 12,074 Views

It helps a lot to increase the income, build time and culture rates in the options. Set the AI to Aggressor and they'll concentrate on fleet building. Or you could set it to Unfair and it will spam huge fleets and fully upgraded starbases :o

12 Replies 32,089 Views

Unit specific damage probably isn't going to go away for a lot of reasons. It's not intrinsically bad either. Otherwise you get tank-rush syndrome where you just spam the most efficient unit overall. Lets take the Carrier-Heavy Cruiser-Frigate triangle, which is a classic example of Archer-Spearman-Cavalry. It's based on unit specific damage for the most part, but it's rather easy to justify in terms of 'realism' if you want to. The Bomber's strong missiles are not acc

5 Replies 2,906 Views

I'm running Entrenchment on Vista-64 bit with an 8800 and 4gb RAM. The uninstall issue is seperate - there are a few threads on it. Having to lower your settings is a known bug. The current version is very inefficient in terms of resources and it's still in the process of being optimized. The Beta 2.5 update will contain many fixes for this issue.

3 Replies 996 Views

The problem only occurs because people build way more starbases than they need. This goes for the AI as well, though the Beta 2 AI is much better about this than the Beta 1 AI was. Beta 1 AI would just spam starbases in every gravwell it seems and spend money pumping them all up to max. Also, do you know what type of AI you were facing? It might have been a Defender.

12 Replies 32,089 Views

What's wrong with being stuck in the gravity well? Now it's a defensive post for your new territory. I mean you dont need to upgrade the thing to demigod status if it has much better anti-structure power than other SBs.

52 Replies 110,215 Views

I agree with Peter Ebessen. You should look at these upgrades situationally. All else being equal they really shouldn't be cost competitive with trade ports given that they are mounted in a massive weapons platform and dont cost logistical slots. But if you use trade upgrades to extend your trade net, you can get disproportionate gains from it. Similarly you should look at upgrading population at worlds where you get more benefit from it (high allegiance.) Cut th

10 Replies 4,774 Views

[img]http://www.deadlyshoe.com/SINS/starbase.jpg[/img] The starbase is firing full lasers at the Radiance to the left. However it is firing no shots at all at the Disciples to the right. This seems contrary to my understanding of how it's supposed to work. Note: The picture is modified, but only because I lost the first picture I took and I loaded the game back up with a mod enabled. The gamesave is unmodified. <a href="http://www.deadlyshoe.com/

0 Replies 1,619 Views

Although the laser and psionic surge ports have now been switched on the Advent SB, the second upgrade graphic is still for what are now the laser ports. You can't place a starbase in the center of an Asteroid Belt or other empty sector. Not a big gameplay issue but the snap-to aspect is annoying. Laying one homing mine seems to cost as much as laying a whole squadron. Or maybe one mine creates a whole squadron's worth of mines? Either way it's a little w

1 Replies 1,603 Views

The Advent's Torpedo-Mat ships are nuts. They were powerful before, but now they just buzzsaw through orbital defenses. I'm not sure if that's because they have been buffed or just because the weapons version is much easier to use than the ability version. It is pretty elegant how the banks change works for both them and the starbases though. I can't speak as to the power of the Ogrov, I do think their torps look a little silly though :I

16 Replies 2,506 Views

That's dead sexy guys. [quote]Gauss Blast no longer uses asteroid for its travel effect. [/quote] I take it back. I hate you. P.S. Will Flak frigates use the new multitarget banks?

100 Replies 285,308 Views

Improving pirates ability to disrupt trade would be a start. Also tradeships shouldn't make pirates look like headless chickens. Goa: The Pirate Cutlass (iirc? the laser-storm ship) is the pirate LRM ship, they just forgot the 'long' part.

15 Replies 6,287 Views

[quote]This is mostly from multiplayer point of view but mp also speaks volumes about cap balance. Caps get very little use beyond the first one you get for free. Partly because a lvl 1 cap just isn't cost effective compared to frigates or cruisers but also because multiple caps nerf eachother by sharing XP. Generally it's better to have one lvl 6 cap + more fleet than 2 lvl 3 caps.[/quote] It would be a level 6 vs 2 level 4 caps owing to how levels work. Two capital ships have a vast

29 Replies 83,465 Views