Fridays are days we normally do not play. We primarely play on Thursday and Saturday nights at 8:00pm PST. If thursdays end up being to late, maybe we can switch that day. -Aaron
Aaron Moore
We still need a few more players who don't mind using the mod we are playing. So far I think we have 2 and could use a few more before we start our next game. Please PM Accipter0600 so we can coordinate our games. We also, have a ventrilo server we use for voice comms for team matches. -Aaron
Here is the modified Sinsplusbailknights mod that we are using. This is a slighty different mod then on the sinsplus sub forums. The adjustments are the reductions as I posted earlier. As I said earlier we try to make everything balanced as possible to make the game fair for everyone. We look forward in getting a few good dedicated players together to have a good gaming experience! http://files.file
[quote who="Pale Onyx" reply="5" id="1963602"]Speaking of Sins Plus, what really is the point of colonizing a toxic planet? they just seem to draw on my income. [/quote] Thats the whole point, some planets you benefit more then others. Toxics give you additional asteroid resources and to make up for the negative income build multiple trade ports. -Aaron
The mod adds alot of planet variety to the game. The rules stay the same as goes for everything els. We are planning to reduce the cost on the dark armadda from 500 crystal to 250 and make a slight reduction on urban planets max populaton down to around 800 max. We like the game to be fair for everyone. I will have the link for the final sinsplusbailknight mod that we are using as soon as we finish our current game and get some more players. -Aaron Aka Mystic
Here is the SinsPlus Bailknight mod combo. It works perfect! Enjoy http://files.filefront.com/sinsplusbailknightmodrar/;12526754;/fileinfo.html
[quote who="milk mclane" reply="17" id="1953838"]anyone merged this with bailknights 1.1 mod? [/quote] I merged it with bailknights already.
My hats off for Animage64 for doing a great job on the conversion! And good work to Darksxx as well. The mod work very well and now with Bailknights mod merged, its perfect!! --Aaron
I also think that the Bailknight mod and this one together are great. Thats what i've been doing with 1.05 Aaron
Hey Dark This what I did to get all the planets to work in the game that comes with the mod. This is a strange way to do it but it works. Do this with a seperate folder so you don't ruin anything that you have done until this part works first.
It would be nice to see sins plus converted to 1.11 I've tried, but can't get the research techs to work and the Darelick spaceships capture as well. I really like having the extra planets, but don't care much for all what comes with 7 deadly sins. Aaron
Im having a hard time understanding exactly how the block and position numbers work in locating the icons in the button_research_curserover.tga. Does anyone understand which blocks are what and how the positions work in finding the right positions to add additional research buttons. Thanks, Aaron
I just noticed on the most recent beta is that the Replay seems buggy. Can't select other factions, can't increase/degrease replay speed and finally the show all box doesn't work. Aaron
I was wondering if there is a way un-research your max fleet frigates/capital ships after they have been researched? Do you need to make new RESEARCHSUBJECT_MAXSHIPSLOTS files or can you add a value or string in the files that will allow you to un-research them? -Aaron
Thanks! I'll give it a shot!
Im wondering if there is a way to modify the duration times of special ship abilities such as teleport disable in the mod files? Aaron