Oceanic Asteroids: 4 - 6 Crystal Max Pop: 70 Max Health: 4,500 Max Civilian Slots: 32 Max Tactical Slots: 35 Explorable: Yes Barren Asteroids: 4 - 6 Metal Max Pop: 40 Max Health: 9,000 Max Civilian Slots: 36 Max Tactical Slots: 35 Explorable: Yes Forest Asteroids: 1 - 2 Crystal | 1 - 2 Metal Max Pop: 220 Max Health: 7,000 Max Civilian Slots: 32 Max Tactical Slots: 35 Explorable: Yes Urban Aste
Kreyson
I would really like to see the AI changed so an AI on the other side of the star system or in a completely different star system will not attack another player or AI miles and miles away, that is NOT a threat to it. I would be nice to for the AI to have more of a "preference" to attack adjacent star systems first, expanding its empire as a higher priority.
I see Progress!!!! Progress on v1.3 Planets - 100% |||||||||| Bonuses - 0% Textures - 50% ||||| Strings - 70% ||||||| Icons - 100% |||||||||| Abilities - 100% ||||||||||
Isothewise, we can not change the base ship stats. If we do, it destroys the entire principal of this mod by beefing up the cap ships. If we beef everything up then, we may as well go back to vanilla Sins. Basic principal of this mod is to beef up cap ships and planetary defenses, so they stand out from normal ships.
ok, tested it, and reproduced it twice.. i was playing TEC against TEC on a small random map. I destroyed an invading Kol battle ship, and each time i destroyed it, i got a minidump. I also think the amount of income and xtal/metal asteroids should be left to the normal vanilla amounts. Drastically increasing income to the game is severly unbalancing alot of things,
Icedude, are you planning on merging your mod with Sins Plus? Uzzi's mod.
I L-O-V-E Pirates! I can not think of a better way to Power Level up my Capital ships.
The 10% increase per level could work, just make it so that the final L10 ship will have similar stats as your standard L10 one from your latest build. With this, the XP leveling curve should be a bit tuned down.
I think cutting the XP per level should be about half of what it is now.. say 1,000 instead of two thousand.. this puts it roughly double or triple normal XP progression.
Since one of the focuses of this mod is to beef up capital ships to become the super star destroyers they should be. Any thought about increasing the ship bonuses with the higher ship levels? Going from L9 to L10 which requires a shit load of XP should have a monsterous bonus increase versus going from L2 to L3. One idea is to Double the capital ships hit points and damage instead of triple and give more hit point/damage bonuses to the cap ships for each level and with higher
Any way to add more levels to the technology tree like in the distant stars mod? Since, this mod is more ofr hte medium to larger maps, we research through the entire tech tree pretty fast.
It was on a different fight/fleet that he fled from me.. actually, i think i outnumbered him by a small margin. perhaps 40%. On the other battle at his home planet, even though i outnumbered him 3 to 1, he stayed and fought to the last and brought in reinforcements. 2 seperate battles at different locations with totally opposite AI response.
I agree with the majority here. The demo is just a D-E-M-O to give a potential customer a preview or feel of what the game is. Not just a free mini game to play over and over again. You should know within 90 minutes of hands on playing whether or not you will buy the game. Personally, i think being able to play for 90 minutes is pretty generous.
I played a few games over the weekend. Mixed results on the chicken AI. Sometimes it will ping pong back and forth, back and forth. Other times it will stay to the last. not sure what the conditions are for it to stay and fight or flee. Seems that if it flees, it will flee nonstop. One thing i did notice, that i carved a path of destruction straight to his home world. I outnumbered him about 3 to 1. Long Long battle. All the meanwhile he called in reinforcements from nei
""The AI homeworld. They even have a planetary shield. That's 43 Gauss defenses and 10 hangar defenses, PLUS 2 PJI's..."" Damned skippy! Taking over the home world should have an epic feel to it:):)
Uzzi is working on a pretty substantial update to his mod. May want to wait for the new release before doing a merge. Thanks for the great work, Icedude. Will test it out tonight.
hopefully you can finish it today:) wife is away at work.. with nothing to do but play Sins...
sweet!!!!
[quote]This popped up earlier:Can we merge bailknight_graphicmod with sins plus???Because i realy want to use both of them!Just download them both , install the Sins plus mod then extract JUST the particles and mesh folder from the bailknights graphic mod over to sins plus mod folder.I haven't tried this, but I think it works.It works just dandy[/quote] If you do this Uzii and post us a link.... you will become A God Among Men.
Are you going to include Sins Plus by Uzzi and Bail Knights graphic mod? With there permission of course....
With the 1.03 Dual technology research and speed changes this mod will reall realy rock.
When i did the electronic download. I had some ludicrous down load speeds. About 2 megs/second. Within 20 minutes of purchasing it online, I was playing sins.
I cant wait!! Any thought about adding Bail Knights graphic mod? With his permission of course.
Why is it every time i think of Master of Orion II i get goose bumps?
You can install it on any computer, but the updates and the ability to play online is tied to your CD key (user name and password), which is one account.