Silence is golden.
kurkistan
Entrenchment is a "micro-expansion" for Sins that focuses on fortifications and defenses. It basically attempts to make turtling a viable strategy. If you don't know that Entrenchment exists, then it probably isn't a problem with using this version of the SOGE mod.
Ah. That's too bad. Thanks for looking at it, anyway.
^That actually may lend weight to using culture instead of "supply depots" becuase the AI could regenerate antimatter in friendly space whether it wants to or not. Is there a way to increase the importance that the AI places on culture? If there is, wouldn't that go pretty far towards solving our little dilemma?
^I understand (and appreciate) that, I just want to make sure that he even sees it. It would be a shame for me to write all of that only to have it not considered because he scrolled down too fast.
So. . . Eville, have you taken a look at my idea? A simple: "You ignorant cretin, I have no intention of even glancing at your pathetic idea , let alone taking it seriously!" would suffice if you don't think it has anything to recommend it.
You may have a double SOGE folder (if there's a technical term for this, I don't know it). When 7-zip extracted mine, it put a SOGE folder with all the mod info into another folder named SOGE, so that the game wasn't able to understand what it was supposed to do, since the mod folder that it was told to access didn't contain any properly named files. Just make sure that you don't have a double folder, than the mod should work <span style="text-decoration: line-
Ah, suppression . That could work.[e digicons]:digichet:[/e] It is incredibly convenient that the next version of this mod will be for Entrenchment. I like hidden abilitites.
^Thank you for commenting. True/false isn't very good news, but my scheme could still work with that. I could have sworn that capital ships had a "native" culture spreading effect. If it turns out that they don't, would it be possible to give ships the effects of culture hubs?
Thank you; and yes, that is the question. I would like it if someone who knows the answer would comment.
EVILLE, PLEASE READ THIS I am quite well aware th
^I take that minidump statement back.[e digicons]#:([/e] I just minidumped for no apparent reason, still as Empire with no pirates, when I disabled auto-casting colonize and tried to use the "stop" button for two Gladiators while my camera was out of the system.
Great mod Eville The only time I've minidumped so far (playing as Empire with pirates disabled) is when I try to exit the game. Every time I quit, I get a minidump message. This obviously isn't very bad for me, since the only time I'm "forced" out of a game is when I'm already quitting. One request for the next version is that you increase the antimatter reserves of hangars. While the increased capacity that they have is necessary, that capacity means th
I misinterpreted your first response, thinking that the "second" question you were referring to was my parenthetical comment. My bad. You've been very helpful, thank you for taking the time to reply to me and to correct my misapprehension; it's good to know that I won't have to worry about the hassle of managing separate folders. [e digicons]k1[/e]
Thank you. So all I have to do is copy and paste my Sins files before buying Entrenchment?
Hello all, I'm an occasional lurker, very seldom poster. This has most likely been asked many times before, but I'm having a significant amount of trouble with the search function for this forum. Will mods designed for 1.15 work with Entrenchment?&nbs
^ The mod path is C:\Documents and Settings\(YOUR_USERNAME)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods. That's Local Settings, not Program Files. If you can't find Local Settings or Application Data, they may be hidden folders, in which case you should go to Folder Options in the Tools tab. Once there, go to the View tab and select the "Show hidden files and folders" radio button. Once the mod is in the proper folder, you s
Good to know you're still with us, Eville.:) Have you given any thought on increasing the number of strike craft hangers have? I mentioned this earlier, but I think that it's worth emphasizing how worthless hangers are with only two squads each.
As for the CIS, they should be very strong economically. One of their core members was even called the [b]Trade[/b] Federation, and they had to have had a massive industrial base in order to produce the droid armies that they did. To reflect this, they should be able to get cost, production, and build speed upgrades very quickly and cheaply.
^Judging from this. . . [quote who="EvilleJedi" reply="1" id="1971382"]okay, honestly I believe that icons represent more work than ANYTHING else in this mod, more than modelling the ships making the stats everything it is a nightmare. screw icons, screw anyone who whines about them, you have no concept of the hell that is icons.... [/quote] I would say that it's "like really really complicated. "[e digicons]8|[/e]
[e digicons]:fuzzy:[/e]
That's because the Acc I is technically a colony ship, so it isn't selected when the box includes "real" warships.
Sorry, I got caught up in the minidump discussion with Tkins. This is the link that worked for me. http://files.filefront.com/SOGE075rar/;12518721;/fileinfo.html
Maybe the ships, effects, etc. in the mod are more demanding than those the vanilla game?
I got the 170 number from a pretty low violence situation. It was the end of a game and I was just stamping out the opposition at the save point I used to test it, so it might not have been as demanding as a real battle. I really have no idea what the numbers were in a real battle when I got a minidump, since I don't have any save games with powerful enough enemies to test it. To further develop my theory, I think that the biggest reason for minidu