The Vasari have a research pact that is called "Armnament pact" I think that should be "Armament pact" Thanks
ImmergingAP
I am happy with whatever you guys decide to do, It is your mod and you have access to the final models, will just be happy to play it :)
[quote who="QuicktoDraw" reply="1315" id="2381806"] Quoting ImmergingAP, reply 1313What about an ability for the soverign to be the "Riker manuveur"? I'm already working on the "Picard Manuever", will cause ship to zip from one point to another ending with two ships on screen simultaneously .[/quote] Ah yes, forgot about that. Need to shake out some cobwebs I suppose. What about the klingon ablilites? I honestly cannot think of that ma
What about an ability for the soverign to be the "Riker manuveur"? A strong beam from the aft weapon point? I have no modding skills so cannot help in that regard, just putting an idea out there Great mod by the way
Thanks, but two files the opening cinematic and the romulan theme are corrupt in the archive. Just thought I would let you know. Great work on the mod
[quote who="mystic" reply="12" id="2298614"]There are some mods that i definatly want to update to 1.03 entrenchment so this tool sounds really cool. However it doesn't work for me . I download it, unpack with winrar to desktop (and i tried to copy it to my sins folder, in a newly made folder) and i get a runtime error. Run-time error '9': Subscript out of range To bad [/quote] I have the same problem with th
[quote who="ManSh00ter" reply="13" id="2259318"]Yeah, I think all my mods are going to be updated for 1.03 during the week, so check the threads out to pick up the new versions as soon as they're ready![/quote] You the man [e digicons]:grin:[/e]
Hi, I love this mod and was just wondering if you plan to update it for 1.03? Keep up the good work :)
[quote who="Shadowhal" reply="9" id="2232908"]actually, as far as I could determine, the penalty IS only 25%. if you look at those carriers with enemy forces in the grav well, it will say 'strike craft build rate 75%'. that means it is AT 75%, not reduced BY 75%. this is evidenced by the fact that a light carrier under attack displays 38% which is exactly those 75% times the 50% you get when under attack (which was there right from the start and affects pretty much everything that can house s
It is intended. I remember the devs said it was ages ago
I only had 16 caps recently in a game as I was playing as the Vasari playing 2 unfair AIs (one Advent, the other TEC) and they were continually hitting my flanks and my starbases alone could not handle the attacks without eventually succumbing! So I had to build 3 defensive fleets of 2 Kortuls and 2 Skirantas and 10 support carriers for the bomber spams from the AI. While my main fleet of 1 egg, and 2 skinatras and 1 Kortul plus a lod of frigates and cruisers went from world to world. <p
[quote who="TheRezonator" reply="6" id="2173179"]just a bit of a tangent question here: kostura's give the effect of opening a phase stabiliser where the blast hits, correct? does that mean you can travel to the planet of impact from any GW with a phase stabiliser, or only from the GW of the kostura that fired the blast?[/quote] You can travel to it from any planet with a phase gate or a starbase with the upgrade (activated at the right time)
I am using this mod and I noticed that the Advent SB is not firing its lasers. Does anyone else have this problem? Excellent mod btw!
https://forums.sinsofasolarempire.com/338388 I posted this a while back in the beta stages but it seems that it got overlooked [e digicons]:'([/e]
http://uk.pc.ign.com/articles/958/958819p2.html Got a nice score and was generally well recieved by IGN, they just hated tht is was not as feature laden as other expansion packs. But, went on to say that for $10 it is a must buy for fans
I would add that getting multiple Marzas to level 6 is quite easy in Entrenchment as the CPU will just rebuild the starbases and at 400XP per pop, getting level 4 MArzas late game to level 6 is quite easy if you find non-upgraded starbases. then having 3 lvl 6 marzas dishing out 9000 damage is just a fleet buster.
Is this going to be brought up to speed for Entrenchment? I love this mod with Bailknights and would love to use it again
[quote who="bhereg" reply="6" id="2074811"] It'll be early afternoon EST. Probably around 1-2 pm Do you mean 1-2 PM GMT or other time zone? Cos here its' already 3:30 (GMT+1)[/quote] He means 1-2pm EST as IC are in Canada
[quote who="KL3MZ" reply="4" id="2072995"]1 malice + 1 radiance laser = any lrf dead radiance laser alone means you hurt badly lrf and can finish off fast with strike craft try it seriously it hurts[/quote] Yes but pre 1.05 Malice had no upper limit to the size of the fleet that it affected. It just did a smaller amount of damage to the whole fleet. So hit it with the lvl 6 ability of the battleship and watch all
[quote who="Blair Fraser" reply="3" id="2072596"]Done, thx for the idea.[/quote] And this is the resaon why I love IC
I must admit that I did think about torrenting this game the weekend it came out as I did not understand what the 4x thing was about (no demo at that point) But I thought screw it and purchased the game anyway. Not sorry that I did at all!
Very nice piece of software IMO
I had the same crash problem but it went away after a restart and loading sins first before anything else. Works fine now
I just tried to build a Vasari starbase in a magnetic cloud system and it would not work as the ability was disabled. Is this meant to happen?
Hi, I was just playing the beta and tried to deploy some mines with the ruiner frigate and noticed that when I tried palcing them near a structure it would not let me and say "not enough space to deploy a starbase" Does anyone else get this? Is it only vasari or adevent as well? Thanks for the excellent beta. Love this game!!!