Arcalane

Arcalane

Joined Member # 2520227
0 Posts 49 Replies 86 Reputation

Notable unlisted changes; Asteroids; Reduced to 1 metal & 1 crystal. (Was 2/2) Gas Giants; Reduced # of metal/crystal spawns. (Was 2/2 or 2/1) Ice Planets; Reduced to 3 crystal. (Was 4) Volcanic Planets; Reduced to 3 crystal. (Was 4) Ed: Note to the devs; I think we're gonna need a new Galaxy Forge.

137 Replies 163,099 Views

[quote]It is really exploiting specific prior knowledge that the so called "Host" and his partner had.[/quote] What, knowing the terrain? Not hard. I can open up any map in Galaxy Forge right now and do a recon of a map. That doesn't do shit for me though, because two games will rarely ever play out the same. [quote]There was also the remarkable coincidence that my partner was nowhere to be found. Pre-arranged timing? Simply a fluke? Who knows? I don't really care.[/quote]<b

104 Replies 65,463 Views

[quote]You mean the gameplay.constants on pg5? The one he said did nothing to pirate raid sizes?[/quote] Yep, that one. Well either way, it fixed the crashes I was having that were spawned on late-game pirate raids, so I'm pretty sure it's the right one. I still have it here somewhere if anyone desperately needs it and the one on pg5 does nothing.

84 Replies 85,187 Views

Ugh, would it be unreasonable to ask that you take screenshots in a much saner, proper screen resolution size? 4000x4000 is a little inconvenient when I could look at a 1024x768 and get just as much information at a glance. So it's basically an oceanic planet with several large islands on it?

11 Replies 7,920 Views

[quote]Actually...Mars Effect + Texture Pack I + BailKnights Graphical mod + Distant Stars = Minidump At least it was for me.. Crashes everytime at pirate raid. The weird thing is that it only does so at about 3h 30m into the game...[/quote] I believe this is The Mars Effect's fault. If you look on page five of the TME thread, there's a hotfix which you need to use that will reduce the pirate raid maximum and thus prevent crashes.

84 Replies 85,187 Views

[quote]Yeah, I honestly wouldn't mind an explanation as to why it is the way it is either. If one were only changing what the graphics look like on your own client, why does Sins care when it comes to playing with others online?[/quote] Sins uses a checksum system which is incredibly, amazingly and ridiculously finicky. I was trying to play TME with a friend, and guess what? My having a single custom map portrait icon was enough to make the checksum too different for either of us to pl

770 Replies 2,169,081 Views

[quote]ignore the naysayers and release the mod so that we who llok forward to it may bask in its excellence.[/quote] /sign'd [quote]now, with the exclusion of this whole online debacle. I think what people are getting at is if it is possible for bailknight to release a version that only includes the enhanced graphics while leaving all of the vanilla balancing, structures, techs, rate of fire etc etc intact. if its possible some people would like to see that.[/quote]<b

770 Replies 2,169,081 Views

[quote]@Exo: Ok, one problem down...no clue why messing the the raid time screws with things, but hey, if it fixed one problem, I'll sacrifice it from my mod.[/quote] Have you considered increasing the strength of the individual pirate ships to compensate? Also, did it only alter the maximum raid size? Potentially, if pirate ships were made stronger, you could start the raids off smaller and ramp them up to the normal raid sizes over time so that the stronger ships aren't too p

261 Replies 358,813 Views

The hotfix (now on page 5) definitely seems to have done the trick. I used accelerated time and counted the number of raids (it was always the fourth raid that caused the crash) and made sure to bounty the AI each time as I had done before. No CTD on the fourth raid now! Assuming there's 13 minutes prep time with 2 minutes of bribe-war time prior to raids, and that there were 2+ raids prior to me loading the save, then that means it's on or around the 8th or 9th raid, around two hours i

261 Replies 358,813 Views

Happened again just after another pirate raid. I think it was the same raid as the one before that caused it to crash. Installing the hotfix someone else linked to did not help, so I assume it is either 1) map related, or 2) mod related. I think I finished off a game (with TME activated) on a smaller version of this map just fine, but that time around it did not have the pirate bases (smaller versions have two bases at 50% chance of spawning per game, the TME version has 2 always-there pirate ba

261 Replies 358,813 Views

I just got a minidump and have saved it & packed it up into a 7z. If there's any way of interpreting it, I will be more than happy to send it off via yousendit or somesuch. I took the liberty of using the best compression and the 7z format and it's only about 764kb. I'd just finished fighting off a pirate raid on my Hourglass map I mentioned before. A moment after another raid dispatched (to strike my enemy, who I had bountied heavily in order to keep the pirates off my back), Sins cras

261 Replies 358,813 Views

[quote]@Exo: Not my area of expertise, you'll have to ask Uzii on that one.[/quote] I managed to get it done with a bit of tweakery (the way bloodhawk suggested, which is the way I thought would work). If you want, I can send you the map file as a kind of "official" map. It's a fixed-planet setup 2v2 called Hourglass with some very special twists for the homeworlds. I need to test it more first but it's pretty balanced so far. Also, did you respond to my earlier question about

261 Replies 358,813 Views

[quote]No. I originally intended on 50 being the cap rather than 30, but 30 will do.[/quote] Man, that'd be ridiculous, especially with the Advent's 8th tier free level/bonus experience tech. Is there any way to specifically place the custom planet types in GalaxyForge (by getting it to load the mod data files instead of the Sins stock?) so I could make balanced maps? If not, would it be possible to alter the .galaxy file?

261 Replies 358,813 Views

This looks awesome, and some of these effects should (IMO) be included as stock, or maybe an "official" mod? Either way, I look forward to seeing this released and integrated with other mods. My favourites of the new effects so far have to be the Gauss Railgun, Cleansing Brilliance and Flak Burst.

770 Replies 2,169,081 Views

[quote]P.S.S -- I'd be thrilled if you could start collecting bounty from other players once you've overtaken a pirate base. Kind of like you set up your own pseudo pirate facade[/quote] I'm pretty sure you do. I've seen bounty counts rapidly depleting as my ally beats on AIs, for example. The pirate fleets as I recall 'port to the nearest star (or the pirate base, then go to the star), and then work their way in from there. They'll target the nearest, least-defended world and

32 Replies 38,257 Views

[quote]I have noticed this, but was unsure on what it actually changed... I know it doesn't change the visible gravity area, but do ships need to go further out to jump? Or when they jump in, do they stop further away than normal?The vanilla ones have no visible effect either, but I always assumed that they worked some how if the dev's put them in. Most of mine also have an accompanying bonus (apart from Super Dense Core and Hollow Core), so they aren't completely useless[/quote] No, I'

261 Replies 358,813 Views

This mod rocks. 'nuff said. On that note, do you have any plans of doing for the lasers/waves/pulses what you did for the autocannons? Ed: Also, the Moon/s and Gravitational Anomaly effects seem broken in that they have no effect on the grav-well radius (I've not noticed Porous Core, a default ability, having any impact on them either) but that may be something either for Uzii or ICO to look at.

261 Replies 358,813 Views