Thanks for your quick reply, as usual you guys (Ironclad and Stardock) are great!
rugby9
I noticed that when the Akkan(sp?) uses it's colonize ability on an asteroid it spawns an indestructable neutral mine. I am using maps created from the map editor under entrenchment 1.03 is this the problem? Right place to post? Thx - J
Well I actually end up with 16. 2 fleets consisting of 3 Marza's, 1 Kol, 2 Dunov's, 1 Sova, 1 Akkan. 30 cobalts, 30 Javelis, 35 Hoshikos, 15 Garda, 8 Ceilio (sp?), and 6-8 Kodiaks (rough estimate). It works well for the usual comp stomp for me. Usually only loose four or five ships when trying to kill the snorkulus SB. Just works for me, the problem I am running into is that most of the AI will only build 2 or 3 capitals, sometimes only 1. This is on a map
I have noticed that if you build a scout in a gravity well that already has scouts in it set to auto-attack (for mine clearing) the new scout will be produced with auto-attack on and you cannot turn it off. Usually happens late to mid game. Another thing that has already been mentioned, I believe, is the AI's lack of capital ships. I will have 13 and the AI will have 2 or 3. This late game and the AI's are set to hard-aggressor. Thanks - J
I had the same problem, but I cut and pasted my custom maps that I had in Local settings / application data/ Ironclad/ Sins/ Galaxy to a different location and now I can bring up custom maps. I will try and move it back in to see if it works. If not, then I will create some new maps and restore the others when a fix comes down the road. Hope this helps - J
Oh thank god, the new beta is up : ).
The meteor damage dealt achievement could be called: "y'all without Sin can cast the first stone..."
Some thoughts: Mining and influence starbases to go with the existing, keeping the one per gravity well limit so you have to choose. Maybe random leaders are spawned that can be assigned to posts, fleet, starbase, or planet. They would attributes such as diplomat (increased local influence), tactics (increased fleet speed and repair rate or some other combo), Engineering (mining and defense increase), and orginzation (increased economy). The persons would be spawned at random
Found the answer in the technical section, sorry. - J
My computer has two hard drives, the second being for games and other misc materials. I have directed Impulse to install SOASE on this drive and it does install v1.13 there correctly. When entrenchment installs it installs one folder up from the SOASE folder (everytime) which means that it will not run correclty since it is missing all of the files that it needs from the SOASE file. I have manually copied the contents to the correct places and got entrenchment to work but I was wondering if t
I have been playing Sins since it came out and here are some thoughts I have for future changes. I have been using the mods and made some changes of my own that have worked welland I wanted to present them to you. I would like to say that Uzii's, Aequitas', and Sky_Line Hun's mods are all great and the basis for most of these ideas and comments. I need to preface these ideas/comments with the fact that I always play TEC so income has never been a problem once a few colonies are up and running
Thanks for all your effort in this it is great! I did notice that I cannot make some of the planets my capital, have you had this problem? Thanks - J
When I want to start at a particular place I leave all the preset names(i.e. player0 for DesigName and InGameName)alone and just change the team index to 0. It works everytime for me that way, as long as I set the world I want to spawn at to player0 homeworld (and only have one player0 homeworld). Does this help? - J
I believe you are player0 so to spawn at the planet you want set it to the home world for player0. Then set the team index for that planet to 0 instead of -1. You can find the team index under "edit - Players".
Just an FYI, in Galaxy Forge if you put the planet type as "Random True" or "Random" you will see the new planet types in the game. -J
This is how I found that works. If you play single player when you create the game you are NewPlayer0. If you are playing a LAN game with a friend he will be NewPlayer1, etc. If you go to Edit, Players in Galaxy Forge and set the TeamIndex to 0 instead of -1 for NewPlayer0's home world you will spawn at that planet everytime. I think that you are always NewPlayer0 so you have to make the home world you want to spawn at the home world for NewPlayer0. The same goes for NewPlayer1 if you are playin
I got it to work, but I could only use it for about 5 min as I am at work. I didn't do it quick to initialize it, I just clicked on mod-path and it worked when it had crashed the time before. I did find an urban planet which had a fleet that included 11 Sova carriers guarding it. That seemed a little excessive, but maybe it is supposed to be that way? Hopefully this info helps. - J