chronicpayne

chronicpayne

Joined Member # 3067481
0 Posts 24 Replies 38 Reputation

Not sure if its a bug with your mod or the game (probably the game..) but when i was building some regular turrets with a few new turrets mixed in, my Vasari carriers moved in and were using their repair hull abilities to [B]construct [/B]the defense platforms. Probably happens in vanilla, never noticed it though. But yes, thats right. No builders, i had about a dozen that went from 0hp (unbuilt) to around 3k (half built) just from the continuous ability spam. As if that wasn't odd enou

261 Replies 359,884 Views

great idea silveressa. As a primarily vasari player, i don't actually mind the voices, but they are far from enjoyable. After a few quick listens, hell i would take any of those 3 over vasari. But my favorite has got to be the third one, simply because for some reason i always pictured vasari as a reptilian race, and that sample fit [B]perfectly[/B] The second voice sample was good too, but that might be a bit too similar to advent for some peoples tastes. But i like i

10 Replies 6,650 Views

Interesting post about the pirates+ CTD's I believe this could be what was causing our issues when trying to play LAN/online. Now that i think about it, we were using the premade maps during our games if i remember correctly. Will try it out online with some random maps when i get some free time.

261 Replies 359,884 Views

I would suggest waiting for uzii and aquetas to release a merged version of their own. But if your like me and you need it now for whatever reason, i uploaded my modified version here: [link="http://www3.telus.net/public/krsgreen/images/MarsEffectv1+Sinsplusv1.1.rar"]WWW Link[/link] [B]Keep in mind this DOES NOT included the textures folder you will need to play.[/B]. So first you will have to copy over the default textures folder into "the mars effect" folder, then copy ove

1,334 Replies 3,503,449 Views

I LOVE SupcomFA, truly a great game. The community modding in that game is second to none, and imo is what makes the game shine so bright. but if you give sins a while longer, while i believe the game isnt as accessible to modders as FA, i am sure the results will be similarly impressive in the end. So really for me it comes down to what runs better on my PC. And sins wins that hands down. While in supcomFA, playing the largest maps (81x81 or w/e) with more than 2 people would

20 Replies 41,327 Views

Hello heatman77, you need to as specific as you can when asking for help Do you crash before the game begins? Do you just not see the new content, something like just black planets, with a "no string" description? And are you absolutely 100% sure you followed the readme to the letter? If i had to guess, your missing one of the instructions. Simply because either the mod works when enabled, or your game crashs. There really isnt much middle ground

8 Replies 6,098 Views

Seems odd the militia would be causing crashs. Played a game and used a large random map yesterday (sins+ 1.1 and mars 1.0) and except for the initial headache of getting the mods merged and loaded, have not had a single crash ~6 hours in. That being said i have yet to find an urban planet and its militia, so i cannot say for sure. I also have a question, for some reason i thought forest planets were beefed up in terms of logistical and/or tactical slots, making them ideal for

1,334 Replies 3,503,449 Views

yes this mod works with mars effect, only downside is you will be unable to use the new turret provided in the mod. Use the same method to combine them as before, string file included. the new "numstrings" # for mars effect v1.0 and sins plus v1.1 is 5307.

1,334 Replies 3,503,449 Views

There are already mods that add a bunch of new planet types, a ton of new planetary bonuses, aswell as a host of mods in the works with new models, units, research trees and gameplay changes. Ive been trying them out the past few days, and for beta mods they are a good start. And this is what, a month after release? Im confident in the modding community.. and who knows, maybe stardock [i]will [/i]suprise us.

52 Replies 79,190 Views

Damn they are not combining correctly. I tried NOT copying over the playertech by uzii, but i guess the research changes are in different files because when i tested the mod, the planet research options were gone, but i could not find the new anti-strikecraft defense platform research anywhere either. (nor was it buildable by default) What file(s) exactly are used when editing research? if i can figure out what files to NOT copy over from PB plus, it should work fine.

261 Replies 359,884 Views

Simsum it appears you are correct. From my experience the new defense platform is all you lose out on. BUT Uzii has a new version & it appears for now he removed his custom research. sooooooo... I will try to merge the mods again and let you know how it worked.

261 Replies 359,884 Views

I dont mind vasari that much, infact i prefer their voices over the high pitched and sometimes whiney advent voices.

20 Replies 7,777 Views

Dathion seems to be right, oceanic colonization isn't working The research description for it is odd too, it has no amount of labs as a prerequisite. (ie. Gas requires 5) It would be great if you get time to expand a bit further on the research descriptions based on race and the tier of the current research. It would also be awesome if races had bonuses on some types of the new planets. For instance maybe TEC get an extra 10% population for urban and oceanic, and don'

1,334 Replies 3,503,449 Views

got the two working together again. unfortunately, got near the end of a game and crashed, but the game was almost over so it wasn't a huge deal. also for some reason the issue with the abilities not researching was fixed when i reloaded the saved game. Got to plead that you consider ironing out the online issues, this mod is excellent and combined with the best part of this game (other players) i think it would shine.

261 Replies 359,884 Views

Found some other rather odd bugs last night that i will try to duplicate today. This was on my single player game, was playing as TEC. For some odd (and frustrating) reason the game [B]would not[/B] let me research some abilities. I do not remember the actual TEC names (usualy play vasari) but the kodiaks ability could not be trained, along with the second pair of antimatter upgrades. I made sure the queue was empty, and that i had enough resources+labs. I could queue it up either 1

261 Replies 359,884 Views

Scratch that, were still getting crashes even with plain mars effect .9a. And after a bit more testing on single player, i did eventually get the crash/minidump, coincidentally right as it announced the pirates, again. It seems the crash/minidumps frequency is much higher on LAN or online.

261 Replies 359,884 Views

Tried to combine the mods using the method posted earlier in the thread. It seems to work ok single player, or atleast i didnt get any crashes when i played for about an hour or so myself. But as soon as me and a friend try to LAN with the mixed mod, it causes crashes for one or the other. We both have the same mod checksum, and the crashes seem to come at varying times. My friend seems to think its caused by a pirate message. We're going to try removing the planet bonuses

261 Replies 359,884 Views

[quote]Silly question, but is there any way to disable travel between stars and so that only Wormholes can be used? I'd like to make a maps with strategically placed central star which players must control to access other stars.[/quote] Yes, just dont add connections from your planets to your stars, and add wormholes to connect them instead. I use this method because imo ships getting that close to a star seems a bit retarded and wormholes are instant, which can be nice for distant

29 Replies 28,774 Views

[quote]Make a huge map thats imbalanced to you: ie less planets & less resources for you two. One access in & out of your system. Load it up up 7 AI (lock them to same team) vs you two. If that still seems simple make all AI players Advent & Tec. Superb shield strength & repairs. have fun with that . That'd be very interesting at least. Any takers?[/quote] A friend and I did this, although since it was only 2 of us we are currently playing 4 AI's instead (all on o

52 Replies 25,225 Views