I have a working version of this for 1.02 based off Caddrel's frontiers mod. There are a lot of changes (new research levels, stronger capships, modified planet bonuses, removed rogue stars, changed some abilities, etc etc) and some bugfixes... super-alpha if you will. I don't think anyone will actually want this mod (made it for offline use and the balancing is a little dodgy) and it's almost 500mb and I'm on dsl so at this moment I wont upload it. What I can do though since I've le
Marlow69
Wormholes seem to be busted in the Frontiers conversion.
Guys, I was using Annatar's entrenchment conversion with an edited "frontiers" conversion of sins plus and all seemed well until I got a minidump. I disabled the graphics mod and the dumps stopped, so it seems as though the graphic mod is causing the problem.
I would also like to see that as Nanite requested too.
Is this going to be updated for Entrenchment? Was a great repack and I haven't been able to get sins plus + bailknight in a stable package anywhere, at least not without a ton of other gameplay changing stuff.
double post sorry
I have a mod that edits the TEC kodiaks and I have edited the FrigateTechHeavy.entity and put it in the game info folder and also the manifest as entityName "FrigateTechHeavy.entity" (entity count is correct too). But sins freezes (no minidump, just stops responding) when I try to use this mod. I also have the entrenchment conversion of bailknight and the converted "frontiers" version of the sins plus mod. The file editing is done within the frontiers mod folder. I don't think t
Hey Danman, I just want to say it's really good of you to keep Uzii's mod going as a standalone too. I really liked this mod and it would be very tempting for you to absorb it completely into one giant mega mod without releasing the standalone updates but you are really doing a great thing for those of us who've come to like this mod as it stands. Thanks man.
Huh what's that got to do with the game?
(Sorry, by "take over" I simply mean destroy the enemy colony.)
Just a random thought when I was playing last night: I was TEC and the insurgents I researched actually managed to bomb and take over one of the enemy planets, but when I showed up they attacked me. From the desc in the tech tree though it sounds like these are supposed to be YOUR people rebelling on your side. Is it possible for the game to track insurgents to the player who researched them and treat that player's forces as allies? IE you take over the planet for them, but they remain in their
I understand the devs wanted the game to be accessible to people running only one core but as someone who built a quad core system (without breaking the bank... they are relatively cheap now) I would like to be able to use more than 1/4 of my computer's processing capacity. Supporting the broadest range of systems means allowing both older and newer hardware to achieve a decent amount of its potential--and dual cores are pretty much standard on even budget systems nowadays.
Yeah, all the "stop wasting my time" stuff sounds odd. Kinda like the vultures from starcraft... so much lip out of a military unit? I guess it gives character though.
Yeah colonization guy being slightly awkward seems very fitting to me. Cobalt is a little bit off because they would still have a low ranking officer in command who didn't sound like a green recruit. "I hear you have a fighter problem", "These missiles won't fire themselves", "Listen up you hotshots!" and "Behold my creations" - hilarious. The Arcova sounds too "tough" but his attack voiceovers are fitting. Kodiak sounds fitting. Cielo sounds great like a guy
Vasari sound a lot more reptilian than the Protoss. I never really did understand why everyone though the Vasari were protoss clones even if there is some inspiration there.
I swear the Krosov "give me a planet to bomb" sounds EXACTLY like Fontaine from Bioshock.