Mechanos5

Mechanos5

Joined Member # 2808928
0 Posts 11 Replies 78 Reputation

My main suggestion for features to add in that show up in other mods would be the Mad Scientist tech tree (anything that can be researched multiple times per tier has twice as many research levels and between tiers the amount of improvement doubles). I just loved how it enhanced the tech element of the game to the point that if someone researched enough tech they could engage vastly larger forces on an equal footing. It also made each races late game very different due to the diff

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Well I'd personally suggest a compilation mod between maelstrom, Enhanced 4x, and Mad Scientist but that has "ultimate pipe dream" scrawled across it. On a more serious note I suggest for rebellion figure out how to keep stock races' the maelstrom titans in but have them serve as some sort of cross faction titan like it was design and built before the fracturing began. For Example have TEC rebels able to pick either the Rag or the Maelstrom Titan meanwhile

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I realize these questions may have been posted, answered, re-posted, shot down as noobish and lazy, and answered anyways already but I really haven't got time to check 50 pages for these questions. So I presume there's some plans to move this mod into Rebellion (I at least found the answer to that question). Does anyone know if the mod's factions will be getting loyalist/rebel variants and what will become of the various stock factions maelstrom titans

1,681 Replies 4,214,592 Views

Interesting bug that I found when I had a pirate base spawn just off a star with no other connections. I was playing Vasari Rebels and had four perfectly functional starbases around the star and decided to pull in a starbase from a nearby planet to tank out the pirate base. Here's a crude diagram S - star P - pirate base O - Nearby planets O---S---O ......| ......| ......P So anyways

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I'm curious if there's ever going to be a fix for fleet formations when titans are involved. Regular cap ships and frigates seem to be afraid of it or something with the way they sit off to one side. they also tend not to engage much unless you micro manage them. I'd just like the titan to be sitting in the center of the fleet or something. Maybe in the back if its a Ragnarov but still in the center of the formation.

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As suspected. Uninstalled the game, looked into the game folder, and found a lot of entrenchment stuff hanging around. Terminated with extreme prejudice. Original sins still appears to be intact so all I to do now is reinstall the entire series and I should be good. My apologies for any concern, consternation, or constipation this ordeal may have caused anyone.

1,119 Replies 3,148,629 Views

Well... I believe my jaw just dropped when I played vanilla. For some reason Vanilla sins has most of the weapons and armor techs boosted to 5. I. Have. No. Clue. Why. What ever is wrong here it hasn't affected the Maelstrom mod as far as I know. edit: Finally figured it out by going back to entrenchment. It too had 5 levels of research on weapons techs and really weird avatar pics too boot. You'll have to forgive me as I ha

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Well, after: 1) deleting MS 2) re-downloading and installing 4X 3) uninstalling and reinstalling sins and its expansions and viciously hunting down anything that might stick around and supersede any new files. 4) re-downloading and installing 4x again because I have nothing better to do. I can definitively say there is something wrong with the mod. It's still demanding 4 levels out of techs that only have 2 and there are techs that have 5 leve

1,119 Replies 3,148,629 Views

First of all its not the armor tech but the HP boosting tech in the tec tree and the Vasari pulse techs and wave techs. TEC armor works just fine Second, I do have the MS mod but its inactive and I don't think it has been mixed into the game files unless the game did the mixing itself. Besides I believe MS raised most tech levels to 6 or 4 (it's been a while so I can't remember). All the tech numbers appear to be at either the stock 1 or 2 or a boosted 5.

1,119 Replies 3,148,629 Views

Um... I appear to be having issues with the TEC hull research tree. The first tier of the tech tree can only be researched twice but the next tier up requires the first one to be researched at least 4 times. No one else seems to be mentioning this so I'm wondering if its just an issue with my copy of the mod. edit: took a look through all three tech trees and it appears the Vasari have the same problem with the rapid pulse cycling only being able

1,119 Replies 3,148,629 Views