Yeah, I had the Kortul Devastator's shield mitigation point increase too high. At level 5 or 6 it would have 100% mitigation. That has been fixed and the Vasari have been overhauled so that the Vasari can build slightly more ships now but they have been decreased in power and armor. My view for decreasing health is that the Vasari have refitted their war vessels to carry colonists from the Empire. So they still have their advanced armor rating, so each shot damage is reduced quit
Shipmaster
[quote who="Annatar11" reply="23" id="1876405"] This is false. Patches will only be available through Impulse, they will not be released as stand-alone downloads. As for the expansions, the minis will be Impulse only, but they will box all of them up for retail once they're all done. [/quote] Why though? I had to use my serial key to register to download from the website so it can't be for piracy issues. I know Stardock's incentive for not pirating is to hav
Ironhandx, my main thing is that they said 1.1 is available only via Impulse and not on the website. Oh and I am worried that they're going to sell the expansions only through Impulse. Does anyone have answers on that?
These are good but I think the number 4 is not followed through on. Sure you can deactivate Impulse but it still forces itself to be run in another way. I love Sins was really looking forward the 1.1 patch and now the expansions. But since all of these will be available on impulse only it is forcing those who want new content to use that. Now this is my complaint. I have dial-up internet and can access nothing else. Any higher speed internet is simply unavailable. When I downloaded up
An update for those of you who have tried my mod. I plan on releasing the next update sometime around september. This will be version 2.0 which will feature balancing and a new race. This new race will be called the coalition and is comprised Advent, TEC, and Vasari people who believe their time would be better spent preparing for the mysterious enemy of the Vasari instead of fighting each other. They will have many new special powers, their ships will be a mix of the original factions
Tried to play online in many games but am always disappointed. People are always looking for the "easy" way to win. When I play an RTS, I play it to watch the epic battles and to try to use different units in a strategic way. Playing C&C 3 online has taught me that there are very people out there who share that view. It is all about the cheapest build order for the maximum amount of power and they don't care if it looks stupid or not. Such as the Torpedo Frigate spam (or whate
[quote]how do you download then without subscribing and paying to become a member...when i click 'download now' it just sends me to an ad telling me to become a member now...so annoying... [/quote] I just registered, just like you would do with a forum, and voila, it let me download. However they do have servers set up for members only (subscription fee) with no wait time.
Yeah, in the entity files if a new Deliverance missile (or whatever it is) hits the planet the old buff is replaced by the new buff.
I won't have access to fast internet for a while but please continue to post your thoughts on the mod (constructive critiscism is best) I am also open to ideas, so if you have any please post those too. Thanks in advance!
Thanks for putting it on fileplanet. Despite what everyone else says, I find it to be the most reliable.
I think it increases the speed between Phase Gates. Or it decreases the cooldown for the ability or something similar.
It sounds like a very intriguing idea but probable would be hard to code in.
Yeah, this should be possible. I was planning on doing something similar but changed my mind on further reflection of gameplay. But anyways to answer your question, I think that you could take the preset ability the Vasari has for creating a siege turret. Open this and then find the line that points towards the module file. Replace this with the module file you want. So if you want it to spawn a Phase Jump Inhibitor then just point it toward the appropriate .entity file. Let me know if
Interesting, PM me the entire text file and I can look and see if there is any mistake. I have a bit of experience and have created some entirely new abilities so I might be able to help.
Well here is the new link to filefront. This should work! Raffiy: If you do manage to accomplish this, let me know how it works (how powerful, conflicting traits, etc.) Good Luck! Blackseraph: I know exactly what you are saying. While I have not tested it thoroughly, I am trying to avoid that. When I read through my overview that is what it sounds like but I have an example for you. The TEC would seem to be early, rush faction only. However, a late game tech they have is refin
Ok, I have two questions. First, I want to insert some custom pictures as research icons. I know they have to be .tga format but what I need to know is where you put these pictures and what you edit to get them in game (besides having the Research Subject point to it). Also does it have to be a specific resolution? Secondly, for new patches to the game, how do you guys update your mod (aside from manually going in and changing everything again. I am assuming that there is a wa
Does the boost morale require any research perhaps? That would be my first guess.
Sorry about that. I don't have access to fast internet except occasionally. I will upload to Stardock after this post. And I'm not sure why it's for paid members only. I don't pay either, I just registered.
I'll give it a try. If this doesn't work I might just attach it to a frigate or cruiser for a mobile phase jammer.
I haven't tried that mod yet but I will as soon as I get the chance. As for the balancing, it definitely isn't perfect but each side still has clear advantages. Such as surviving the numerical superiority to reach late game. I am also planning on creating a new race as soon as I get some bugs out of the way. Please continue to tell me what you think!
For my mod Origins there are techs that unlock powerful structures and abilities for all races. So the Vasari at the end of their phase mastery line unlock a more powerful PJI called phase jammer. This has an activated ability instead that affects all enemy ships in the solar system. I have it set up right now that it affects all targets in a radius and it has no constraints other than it must be "JumpBlockable" or whatever the code line is. Any help or insight on this
I need custom pics for research icons. I can do all the converting to .tga and everything the only question I have is, where are these files located and what exactly do you do to get them in game?
Hey, this is my first attempt at modding and this is mostly the result of reworking all the races. I know there are already many mods out there that tweak the races to be more unique. The differences between the races are now major. I have take the original story and taken the race attributes to the extreme. Such as the Vasari ships are easily more powerful now but are also quite a bit more expensive. As a result Vasari ships are rare but when you see one you will need a lot of firepower. The
Bailknight, I was wondering if you could back to me on my earlier post. I really would like to include your enhanced graphics in my mod. I also sent you a PM so please let me know soon.
Hey, Bailknight I was wondering if I could use your graphics mod in conjunction with mine. For my personal use only, I just replaced all my mod folders (except GameInfo and String) with yours so I can play my mod with your enhanced graphics. I've started to think about releasing it online, but I wanted to make sure this was ok with you. My mod is called Origins, which is just mod to make races more unique and add some BIG weapons to Sins. Please let me know if this is Ok.