[quote]either I screwed up my installation or it's an oversight because I'm having 100 percent allegiance on all my planets regardless of distance[/quote] That's a change I forgot to list. No more allegiance penalties for distance. Culture can still be used as a weapon for reducing the resource output of enemy worlds though. I just found it stupid that allegiance could get as low as like 25% and how it affected income. It was like people stopped paying taxes and stuff. I'll fig
icedude94
It has actually been 2500% since the first release of my mod. I just corrected my changelog.
Lots of changes in 1.6. I probably forgot a few in the OP. Here's an overview of 1.6 features. -Capital ships: Build time increased to about 7 minutes. Supply cost is back down to 50. Raised the cap. -Frigates,cruisers: Build costs and times reduced. -Logistics structures: Slots taken reduced, trade ports produce more trade ships, this is mainly to increase the size of pirate raids. -Tactical structures: Cost raised on orbital defenses. Slots used by
Latest beta is going through final testing. Changes include: AI: -AI players attack more aggressively -Build a lot of orbital defenses Pirates: -Pirate ships are more durable -Pirate fleets made much bigger. -Time between raids increased. Ships: -Siege ships have a more powerful looking siege attack(missiles will soon be replaced by invasion pods) -Raised XP requirements for capital ships to leve
[quote]Let me recap what i was saying about the cap ships and normal ships. Hard for me to test it, but perhaps you will know. Easier if someone can dual against a friend and test out fighting capabilities of cap ships to normal ships.How over powered are cap ships compared to normal ships? Heavy Cruisers? How much time and resources building normal ships (defensive structures not an issue) to equal the capabilities of one capital ship? Contruction time alone to build a fleet to take out on
So far from the beta-testers, they're saying the latest economy changes "feel just right." There have been no crashes so far. The AI builds a decent amount of defenses now but could still do with more. Trade ports are a little more common but nobody has seen the AI build refineries yet so I'm still tweaking that. It looks like I'll be able to get the next release out in a day or two. There won't be any ground-breaking new features. It'll be mostly balance an
[quote]One other change i'd like to see, again concerning Light Carriers. The AI take advantage of the upgrade to them, and spam them in fleet battles. I would either decrease the amount of squads, or improve the Defence ships.[/quote] The easy and normal ai's liked to spam light carriers even in vanilla. You get the best experience from this mod by playing against only hard AI's. Anti-fighter frigates have already been given a much faster firing rate to counter the increase in strike c
The next release already has a balanced out economy. Tax, trade and resource income is slightly higher than vanilla and culture has been tweaked a bit. I'm still working on tweaking the abilities and experience levels of capital ships. I've also fixed the pirate raid crashbug so pirate raids are stronger. I also got new effects for siege frigates that I think everybody will like...
We can do a lot right now to change gameplay. Just search for my Sins Enhancement mod. Most of what I do is just changing simple values but I'm learning more now and starting to add new things. I agree with you though that the current mod tools are limiting, especially with some of the new features I'm working on for my next version.
Since my next version is going to have lots of new changes and features. I'm going to need some beta-testers to help me get the mod out faster. Your responsibilities are: 1. Do not leak the beta to non-beta players. I don't want people's computers to crash or make the game no longer fun. 2. Test new features to make sure they don't crash the game. 3. Give general feedback on balancing and gameplay. PM me if you want to be a beta-tester.
[quote]Please forgive my newbness, but after downloading this mod, installing it and activating it in game. I started a new single player game and I did not notice any difference.How do you get mods to work?[/quote] I think the easiest telltale sign is the tax income of your home planet is higher.
10. If the AI can't use the supply system. I'll make it so that only the player has to use it. There was a reality mod for medieval 2 total war that did just this but it only affected the player. I'll release different versions of the mod for the different sides you can play as. I'll also release a version of the mod without the supply system. 8. I was thinking that capital ships can nuke a planet(the nukes will be more powerful than of course) as they fast way to take a planet.
I am actually working on lots of new features for the next release. Here's my list: 1. New planetary bonuses. 2. Increase in cost of defense platforms(not by much but to make it harder to build lots of them early.) 3. Resetting most of the economy to default sins values. 4. Making pirate raids bigger, adjusting their attack priorities. 5. Complete restructuring of the culture and allegiance system. Basically, allegiance won't affect the econo
[quote]Mod, 1.52 wise, the resources and money needs to be toned down a bit to vanilla stats. I suggest bumping up by 50%, the researched upgrades through technology for metal/xtals/money.[/quote] I like that idea. It seems like I raised the amount one gains from taxes to be too high an amount. I'll get to work on trying out some lower values. Thanks for the feedback. How's the AI doing with the economy changes. Anybody notice bigger fleets? I'll try to strike a balan
[quote]I had an idea regarding the three factions and how they acquire money. The Vasari and Advent can do it through taxes like normal Sins. But I think the TEC should get their money from trade ports. I mean think about it, they were a massive trading empire, and even now are the 'TRADERS Emergancy Coalition'. So it stands to reason they'll get the most out of trading. So basicly my idea is that, while still on par to the other factions (Or maybe alittle above since you can disrupt tr
1.52 is up. I lowered the trade port income value to more vanilla sins values. You can still make a good amount of money off them now if you have a long chain of trade ports throughout your empire. The impact refineries have on extractor rates is back to vanilla values. Pirate ships now have a lot more hitpoints making them much stronger. You gotta research the first supply point upgrade in order to be able to support your capital ship. The capital
After some feedback(thanks everybody!) and finally some time to play it myself. Here's my to-do list for tomorrow's release: 1. Max capital limit GREATLY lowered. 2. Capital ship supply cost triple vanilla. 3. Pirate ships made stronger. 4. Take a second look at advent asteroid refining. 5. Raise the AI's priority on building tactical structures even higher. 6. Shift taxes to being the big money maker, not trade. So far from what I
Since there don't seem to be any new bug reports or posts about how the gameplay is since I posted 1.51 this morning, I guess everybody is enjoying the mod.
[quote]Which ships specifically? I only modified the stats for capital ships. The Kol comes to mind. [/quote] Then the problem isn't on my end, it's yours. That ship has had its base hitpoints, shields, and weapon damage tripled and cost doubled. You must have the mod in the wrong folder or you didn't enable it. The only damage I didn't change for any of the capitals is their planetary bombardment damage. Generally a frigate can only take 2 or 3 volleys of t
[quote]I'm intrigued by the bit about turning off auto-focus-fire, since I didn't even know there was such a thing. Can this be toggled manually, in-game? Does the AI always have it on?[/quote] It can't be toggled in-game(yet...) It's in the entity files for every ship. The line is I think PreferstoFocusFire. By default it was set to TRUE for all ships. I simply changed the value to FALSE.However your question does add another thing to my to-do list for V2. I think
whoops double post
[quote]1. where do i see where the AI mission objectives are at and the reward? I see the mission message pop up, but thats it. 2. What file do i DL this mod to for XP Pro? 3. Does the mod auto start when i play a game or do i need to activate it somewhere in game? 4. If i play online with a friend, does he need to have it also? [/quote] 1.It's the quest files in the gameinfo folder. 2. I dunno, hopefully someone with xp will know. 3.You have
[quote] Hmm looks like cap will be overpowered with all those changes. Have you though about that at some point it doesnt make sens to have support ships -just build all caps if they are so powerefull. [/quote] The capitals can still be taken down when you focus fire a lot of ships on them. It's hard to build all caps because their resource cost has been doubled. Even with 46 capital ships, you still won't have enough firepower to taken down the w
Version 1.51 is up. I reset all the pirate values to their defaults and it seems to have stopped the crashing when pirate raids are launched. For 1.52 I'll play around with the gravity well sizes for stars and maybe wormholes as well. I'll also try to make the changes to the pirate raids bug free. 1.51 should be stable and crash free. [quote] And a question, did you leave the damage and hull/shield points of all the ships and abilities a
[quote] One thing that HAS bothered me about the game is that gravity wells just don't feel very big. Granted you'd have to change the build distances of everything, but especially around stars - the antimatter regen and central nature of stars makes me think they'd be the site of huge, epic, powerful battles. But the star gravity well is tiny indeed. I mean... ITS A STAR. On another note, if you figure out how to stop the AI from being cowards all the time, go for i