It's still being worked on.
icedude94
I've actually been trying to figure out a way to make the sins universe be more like the X universe(X3 the reunion by egosoft). Why aren't civilian corporations spreading out into space? Why don't we see civilian ships traveling between stations and planets?(other than trade and refinery ships) Surely there must be passenger shuttles and some civilian cruiser liners or a massive casino ship. Planets should definitely have some sort of surface to space missil
It's all in the gameinfo folder in the gameplay entity file. Just scroll down. It allows you to increase or decrease ship speeds and research speeds by a certain percentage for each of the in-game speed options. I'll be spending all sunday converting all the files into binary. If it doesn't work im going to be VERY pissed off.
I'm pretty sure that my change to the way the game handles strikecraft eats up memory. When a huge number of strike craft launch, for example, when your fleet jumps into an enemy system and you're playing as advent with like 60 drone hosts... I'm still working on merging my mod with uzii's. The reason why it's taking so long is because there's a problem with the merge. The mod is taking an unusually long time to load(+30 minutes) or sometimes doesn't load at all and Sins just freezes.
[quote]about the crash.this is probably a mixed problem with this mod and sins.I suppose sins does not handle well with 200 modified squadrons + 150 ships hitting each other.the weird thing is, as soon as I disable the mod and load the exact same game it doesn't crash - but the ships and squadrons are the same.maybe it has something to do with the way you altered the squadrons attacking each other.[/quote] You may be right with the problem. It looks like a lot of problems occur when lar
[quote]I don't know if its related to this mod but its too easy to build massive strike-craft and bomber squads and the game constantly crashes if 2 large fleets collide...[/quote] Well that's always been true of my mod. The anti-fighter frigates on all sides have been adjusted though to better combat this threat. Fighters in particular are extremely deadly to bombers now because they flight behavior has been somewhat adjusted. I haven't yet encountered a crash like you said. For my fi
Alright good ideas guys. I didn't really get the chance to really play around with the levels but I agree. I'll try some testing with initially double the stats and maybe make each level up make the ship 10% stronger in all stats so a level 10 ship would be twice as powerful as a level one. How does that sound?
Hey guys, I may have to change the AI a bit. I played against 3 hard AI and yes, they did seriously fortify their worlds, BUT they don't build a lot of ships. The biggest I encountered was a medium-sized fleet. The AI tends to spread its forces out a lot more but I think I set the defense priority too high. Let me know what your observations are. This may just be the 1.03 AI. In that case, I'll start adjusting the cost of everything to get the AI to build bigger fleets.
It's quite easy to modify the planets and asteroids so that you get 500 metal/crystal per second from an asteroid and 100 credits per unit of population on planets. the one problem with this is that the AI would get the benefits as well.
Here's a pic of the AI's defenses with the changes I made o_o [IMG]http://i5.photobucket.com/albums/y154/icedude94/aidefenses.jpg[/IMG] The AI homeworld. They even have a planetary shield. That's 43 Gauss defenses and 10 hangar defenses, PLUS 2 PJI's... [IMG]http://i5.photobucket.com/albums/y154/icedude94/aidefenses2.jpg[/IMG]
Sry Kreyson I can't get it out today. I'll stay up late and finish it tonight so you can play in the morning. It's saturday and I'm a chef. You know what that means...
Just letting you know what I've been doing. I finished carrying over all my changes from 1.61 to 1.7 which will be compatible with 1.03. I've started working on combining Uzii's mod with my own.
I got permission from Uzii to use his mod but bailknight wants to hold off until he can write up a merging guide.
i'll try. Once I transfer all my changes over to 1.03, I'll ask their permission to add their mods to mine. Hopefully they're hard at work now too updating their mods. Akos, I really can't help you. If I had the time to learn to add new ships to the game, believe me I would.
Now that the 1.03 mod files are out. Expect a new version of the mod VERY soon;)
[quote]Is there any reason that I cannot play anything other than small maps with this mod?[/quote] This mod isn't compatible with 1.03, only with 1.02 installed. You may have to do a fresh install and try googling the 1.02 bonus pack. Maybe filefront or 3dgamers has it. Until the devs release the mod files for 1.03 I can't do anything to fix this sry.
It looks like I'll need to wait for the devs to release the 1.03 mod files until I can upgrade the mod because they changed stuff in the files that I modified.
Right now I'm upgrading the mod to work with 1.03. Still dissecting this pirate raid crash...
Thanks so much for the info isladorian. What I'm going to have to do to fix the crashbug is to revert to the vanilla raid settings, then change one setting, play a game, change another setting, play a game...to figure out what is causing the crash. Basically, it will take me some time to do it unless you want me to release a hotfix reverting all the pirate values to vanilla right now so that you can enjoy the rest of the features of the mod? Sunday is usually my only day to wor
It's still crashing? That's really odd cuz I played a full game and I even had the pirate raid level at high. You will still get crashes if you are playing a saved game from an older version of my mod. That's the unfortunate way it works. I'll try playtesting some more. Are these games with more than one pirate base that are crashing? Are these random maps being played? If not, which maps? What exactly was the bounty amount (cuz I really decreased the effect bounty has
[quote]Are you planning to add Uzii's Sins Plus into the mod at some point?[/quote] I'll ask for his permission.
1.61 is up. Fixed the crashbug and the error with shipcost.
[quote]so how do i fix the pirate threat level bug? does anyone know? im not tryign to coem off like a helpless leach here, but it would be nice to be able to finish my game, lol[/quote] It's being worked on. Expect a fix this afternoon. You might have to start a new game for the fix to take effect though, sry.
[quote]The only real problem I have with this is that my Destra Crusaders cost almost 1k metal and crystal per, but with no power boost at all. [/quote] That's actually a bug. It seems I added in an extra zero by mistake on the metal and crystal cost of that ship. Go into my mod in the gameinfo folder and look for "FrigatePsiHeavy" Open that in notepad and look for where it says "base price" Take a zero off both the metal and crystal cost. [quote]Also, tone do
[quote]2. PJI's are too much for the poor AI to handle. Either make them disable phase jump completely or leave them alone. As it is now I trashed a huge AI fleet that was just standing at the edge of the grav well trying to escape. They never fired a shot, just jumped in, saw they were outnumbered and tried to jump out. It would have taken them 20s at most to destroy the PJI but they didn't...[/quote] I think I've stated before not to use it against the AI at the phase lane it would us