[quote who="Ryat" reply="2615" id="2551313"]the majority of the mod is one core so no go on that sorry (the gfx was introduced for the original, we've just kept them in that long) only powerful pirates and dynamic movement are kept seperate as too the pirates they should be changed over by next patch[/quote] Too bad, but thanks for the explanation. I'm really, really looking forward to the next update :) [quote who="Stant123" reply="2616" id="2551349"]Not
Simsum
[quote who="Stant123" reply="2612" id="2551023"]You could always delete the files for the effects you don't like. That's the easiest way to eliminate them. Of course, you would have to know which ones to delete and doing so could change your checksum and then you won't be able to play online with anyone else using the mod. May I suggest going into the options menu where the effects are and just turning everything off and setting them to low there instead? It will make
First of all: thanks a ton for all of this, all of you. DS But erhm.. I'm currently using the Diplomacy version, and I have a couple of problems with it. Least important is the GFX enhancements. I know they're hugely popular, but weirdo that I am, I thought the battle effects were overdone by Iron Clad already, so is there any way to get rid of yours without disabling the rest of the mod? More importantly, is there any way to disable the sup
I like! Any chance you'll expand on this, Zeusboy?
I still haven't had a chance to try myself, but I can at least tell you that PlayerTech is the TEC entity, nothing more. The other two are called PlayerPsi and PlayerPhase. You'll need to merge the relevant bits of each player file, and make sure there's no conflicts between the research topics themselves (again, unique for each race). You also have to make sure there's no problems with multiple things using the same icons and similar pitfalls. You probably also have to update the gamep
Glad to be of help Aequitas :) I haven't had much playtime since you released v1.0, but I think the fighter/bomber balance is just about perfect now. @ the rest of you: combining Aequitas's mod with mods that have new/modified research trees is basically a mod project in itself. If you're willing to sacrifice the new Point Defence in Mars Effect, you can combine it with Sin's Plus following the existing instructions, but doing so imbalances the game, so I would suggest waiting
Hmm.. OK first of all, this explanation only covers Aequitas's Mars Effect mod and Uzi's Extra Planetary Bonuses mod. Combining the latest Mars Effect mod with Uzi's other mods is trickier. As for the instructions: 1. Go to your [I]C:\Documents and Settings\spasser\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods[/I] folder, and create a new folder called [I]Mars Bonuses.[/I] 2. Go to the folder you installed the game in, copy the [I]
He has, I just merged them. Simple as can be, thanks to you both :)
Not that I've had a chance to try yet mp8481, but you can still do combine the mods. You just have to combine the stringinfo files. Do NOT overwrite one with the other. Instead open both in the editor of your choice (Notepad, UltraEdit or whatever). Now, you're going to use one of the files, and discard the other. Decide which. Then scroll down to the bottom of the file you're not going to use, until you find this: [I]StringInfo ID "IDSICODefaultChannel3"
You can combine them yourself, Zyxx. xXAequitasXx's mod doesn't change any of the files from the Planetary Bonuses mod. The easiest way, I think, is to install xXAequitasXx's mod first & extract the Planetary Bonuses mod somewhere else. In the PB mod, there's a couple of folders. Move the ones that aren't called "GameInfo" into xXAequitasXx's mod. Then look in the PB "GameInfo" folder and find the files modified AFTER 2/9/08. Copy the lot of them, and overwrite the ones in the "Game
[quote]2.a)this was the first time that the AI carrier spammed me to death[/quote]Just happened to me too. So, no need to increase the damage of flack vessels. It just seemed the AI didn't carrier spam.[quote]b)if you made that much changes to buff defenses, why not make a tactical structure like Point Defense autocannon that targets fighters and bombers and use that nice rapidfire gfx3.[/quote]There's a balance issue with hangars to consider, but it would look cool.[quote]I like the nice docume
Thanks a lot xXAequitasXx. I was trying to do almost exactly the same as this mod, so you've saved me a ton of work :) As for feedback: I only have two suggestions so far. 1. Increase the damage of anti- Fighter/bomber vessels even more. Carrier spamming is too easy right now. 2. Increase the homeworld/culture damage bonus, or something to that effect. The cap increase has made it a viable tactic to have reserves trundling about, which is lucky for the AI, but it's not enough to
[quote]about something like that, but so far couldn't find a real tactical use for such a unit. Unless you could completely cloak a fleet and sneak past fortified planets, but then the whole point of enhancing static defenses would be void. However, I do plan to implement mines which would be great as a countermeasure for cloaked fleets, and if that works out all right, I might try to tinker with units to make something like this, but coding it into AI behaviour, making mines able to detect cloa
Thanks a lot Tjorriemorrie.
Well is there? I'm feeling a bit lost at the moment. In case there isn't, but one of you happens to know what I'm looking for, here's what I'm trying to do right now: I'm trying to rebalance the quest and pirate systems. I know how to prolong quests, but not how to increase the interval between them. I'd prefer the latter, because my problem is that AI players on large maps seems to use it to create massive, unbeatable alliances. Decreasing the frequency of quests would put