Silveressa

Silveressa

Joined Member # 2576278
24 Posts 185 Replies 635 Reputation

I agree, their planet system is laid out nice, but for the next Sins I'd enjoy seeing the phase lanes between planets change over time, and randomly reconnect to the closest planet/s as they orbit around a sun. Granted planets orbiting that fast isn't really realistic, but then again neither are alien Vasari or psychic Advent, but they makes for a heck of a fun game none the less :) Having the moons of planets (which orbit the planets) places you can build a garrison d

4 Replies 8,270 Views

Having just picked up rebellion a few days ago I'm eager to rework some of my old Sins mod to be compatible with this latest expansion, however I need a place to download the extracted files for modding first? (I use XPsp2 which the forge extractor won;t run with so I cannot extract the files myself) If anyone could post up a link to download the rebellion files I'd deeply appreciate it! [e digicons]:grin:[/e]

3 Replies 5,569 Views

New Pirate ships- Rather then having all the pirates in TEC vessels how about giving them a mixture of ships from all available fleets? As the pirate threat grows more severe adding in a few pirated cap ships to lead their assaults woudl also make for a fun enhancement. [quote who="DirtySanchezz" reply="40" id="2914224"] If the AI is no longer a challenge for you, then it might be time to remove the training wheels, to man up, a

116 Replies 126,323 Views

The thing I'd like to see most is New Victory Conditions (No sense clogging this thread with what's already been said before) Beyond this here's a few other ideas that would make things more "fun": Solar Flares- Random Solar flares that eject in a random direction on occasion, (1-6 an hour maybe?) with a range limited to the gravity well of

116 Replies 126,323 Views

Another ancient thread, however these I feel are worth revisiting for possible inclusion in the new Sins expansion? More then anything having an expansion that increases the number of ways to play the game would garner my interest the most. New ships, new factions, new research options are the nuts and bolts of game play, the real thrill and appeal would come from earning a victory in ways that were previously impossible and give the name a "fresh" feeling that having been around

9 Replies 45,808 Views

Yes I know it's thread necormancy, but for those subscribed to this topic I figure it might prove helpful. The voice has been finally made and can be downloaded Here or Here enjoy!

20 Replies 7,733 Views

[quote who="GoaFan77" reply="1" id="2908162"] Of course diplomacy players will have to live with the regular sounded envoy and pact announcements. [/quote] If you want email me the diplomacy files and I'll convert them as well and put them in the mod. (I never bothered buying the diplomacy expansion given I do MP games 90% of the time making it somewhat useless to me.) [quote who="GoaFan77" reply="1" id="2908162"] Also including the original sound files to uninstall

5 Replies 36,611 Views

After growing tired of the Vasari voices sounding like a desperate Imperial Guard commandant with laryngitis, I did a little alterations to the formant pitch and spectra smoothing to make them sound down right demonic. Now the Vasari have voices that sound like they were ripped from the legions of hell itself. Enjoy their new intimidating demeanor and strike fear into your foes! (This mod is fully compatible with all versions, expansions, and other mods.) <

5 Replies 36,611 Views

I have to agree Sins is one of the first games I put on my pc anytime I have to reinstall windows, and close to the only game (besides Elder scrolls oblivion) that's been on my pc regularly for over a year now. Over all the best thing that sets it apart form the other games/companies is: -Being able to preoder and immediatly get access to the beta testing. -Knowing the product won;t be shoved out the door until it's finished and 100% ready. (Unlike the c

36 Replies 125,317 Views

I'm trying up update my "empowerment" mod to entrenchment v 1.03 but ruinning into a really frustrating error every time I try to alter the PlayerTech.entity (or psi or phase) to include th extra anti fighter turrets I get a mini dump error. I know the turrets work becuse when I replace another item in the menu with the gun it loads fine. Also I have the turrets listed int he manfiest as folows: TXT entityNameCount 1 (or more whenever I can add more

8 Replies 6,748 Views

Text binner worked like a charm; it converted basic sins + entrenchment in around 5 minutes. Much appreciated. :D (On a side note I fail to understand why a copy of the latest game info files preconverted to text. aren't included with each update of the forge tools. They come to barely 3 mb togther, less then a converter file almost.) Now I have these files I'll be making some more mods, and rereleasing my earlier versions.

2 Replies 5,332 Views

After trying for a couplehours using the convert.exe files included wiht the install and the latest version of forge tools I've given up trying to make them run. (They flash for second they close down) Can someone with the latest versionof the sins + entrenchment game info files already converted from binary please upload them to file front or email them to me directly? I'd really appreciate it.

2 Replies 5,332 Views

Umm 1.9mb of video memory? Is that a typo? That little video memory shouldn't be able to run Sins at all, or could be the root of your error, Vi$ta not allocating enough v mem to the game to reload all the textures?

3 Replies 1,163 Views

This game is the eater of weekends, "I'll just sit down for a single game." can turn into the entire afternoon & evening vanishing in a blink. (and wondering why you're so darned hungry before you remember that supper you never put in the oven [e digicons] Hmm the new Sins diet plan? Might make for a good marketing strategy! [e digicons]:thumbsup:[/e]

4 Replies 1,543 Views

Without some sort of called shots ability (in HW 2 you could target the engines, weapons systems, docking bays etc... of ships) moving aorund is pointless. Why bother jockeying for a better postion of fire on their engines if shooting their bow does the exact damage and effect? Just seeing the ability to target sub systems of cap ships would add more strategic value to combat.

11 Replies 4,488 Views

Really comared to the continual release date mayhem of other games, like Starcraft II, Entrenchment's relase date changes aren't so bad. Besides, having the beta test run like this for so long prevents 20+ patches changing game blance issues and other bugs in the final product. (downloading a game balance patch every week gets old fast, C&C tiberium wars anyone?) I think the other reason the beta is running so long is they are trying to find a way to eliminate the mines swal

41 Replies 94,884 Views

[quote who="Tridus" reply="14" id="2028117"]Thats where I am right now. Every game ends the same way in this version: a slideshow with zillions of mines choking everything up.[/quote] I gto tired of that too and just modded the mines right out so i coudl test the rest of the Entrehcnment I never got to have fun with. (I threw together a simple mod that increases the cost of mine research to 99 million to keep from being used in the game at all) It might be a good idea for othe

42 Replies 158,431 Views

Are the three odd characters "TXT" ? If so then they're suppoed to be there afaik, (they were ont he beta files I converted) or if not, they don't do any harm at least. (I've modded the beta of Entrenchment quite heavily and all the files I modded had the txt at the top of them)

67 Replies 167,373 Views

By popular request I did a quick conversion and rerelease of the more hangar space mod from 1.0-1.04 This is the same mod as before, increase the orbital hangar space for the TEC and Vasari from 2 to 6 and the Avent from 3 to 9. Enjoy!

4 Replies 5,322 Views

Maybe the devs shoudl take a look at the homeworld series and mimic how they implemented mines? In homeworld you could blast mines with pretty much any vessel that came within weapons range, however because 10+ mines could lock onto a vessel at a time getting them all before 2-4 got through and hit a ship they were still a threat. Combine this with some upper limit # of mines per gravity well and it might go a long way towards fixing the issue.

13 Replies 3,021 Views