RanCiD-

RanCiD-

Joined Member # 3097490
3 Posts 24 Replies 3,592 Reputation

I edited my starbases so they could all move, and copy the end of the vasari code was exactly what I did. Keep in mind that the TEC and Advent starbases will not move on their own unless you tell them to (via tactics menu). They'll only move when you specifically tell them to unless you change that.

2 Replies 1,358 Views

I just recently reinstalled Sins Entrenchment (using 1.05) and also have Diplomacy, but I know that this mod doesn't work with Diplo. I downloaded MS 2.5 and ran it through Harpo's update tool, deleted the neccesary pipeline effects. When I start a game in entrenchment parts of my UI (like character portraits and the borders around buttons) don't appear. Any idea what might be causing this?

847 Replies 2,495,800 Views

[quote who="Rezulin" reply="759" id="2527570"]Oh Great and Benevolent Harpo99999, We the Few beseech thee to take pity on us and update this Grand mod to 1.05 and post it for download. We ask this because you are mighty, and so many of us are downright pitifully ignorant in the ways of the computer. We do not ask that you make it compatible to Diplomacy, but only for Entrenchment 1.05 as we understand that this is n

847 Replies 2,495,800 Views

WARNING: This mod is only useable if you have the Mad Scientist Mod activated, unless you want to alter the files yourself to make them compatible otherwise. I've always felt that the defense platforms were limited in usefulness, so I've changed the defense platforms for all the factions to be considerably more useful. The damage is heavily frontloaded, so they hit hard, but fire slow. I've also more than doubled their range. (I've also changed the damage type

1 Replies 4,694 Views

This is a simple mod some friends and I have used for a while. It basically (and drastically) increases the strength and usefulness of the TEC and Vasari capital ships. The price for the ships has also been lowered. The only changes made to the Advent's capital ships were the cost decrease and the Advent's carrier shares the same number of strike craft as their Vasari and TEC counterparts. This mod is NOT intended to be balanced, its simply for fun. I've enjoyed it myself, so I figure

2 Replies 7,987 Views

[quote who="SgtScum" reply="153" id="2403321"]Success! Now I can change all the starbase max upgrade levels from 8 to 9 and some other modding goodness once I figure out what I to change. Thanks for the patience. =) [/quote] Lol, I made it so that all my starbases have a maximum of 22 upgrade slots quite a while back (more than they could need). I figure if you have the money, somebody has the time. I 'may' have given my Kol a 1.5k guass railgun with a 5 s

370 Replies 935,575 Views

[quote who="harpo99999" reply="137" id="2402439"]rancid do you have the convertdata_*.exe's in the same folder as the mod updater exe? harpo [/quote] Yes, all the files I extracted were placed in the same folder. Edit: Nevermind, I'm a moron. I hadn't run Sins since the hotfix and thus no Mods-Entrenchment V1.041 folder existed. I created the folder and the program ran fine. Thanks Harp.

370 Replies 935,575 Views

Hmm, maybe increase the possibility of getting an artifact? I've played games where I'd have 15 or so colonies and only one artifact. I realize they're supposed to be semi rare but I honestly don't think I've even seen them all and I've been playing since the week Sins released.

50 Replies 163,843 Views

Congrats on having the kid home. I hadn't looked into starfall much but if you're merging the two I'll definetly take a look.

50 Replies 163,843 Views

I think so far I like Dargoon's idea the most, where the 'Flagship' gives a bonus to all ships in the gravity well. Assuming ofcourse that somebody can find a way to code it, if its even possible. I'd like to see a limit to one flagship though. All flagships get replaced eventually, but not usually mid-fight, so once its lost you should be out of luck until the game is over.

25 Replies 16,604 Views

I didn't notice any real change with the pirates. Adding the volumetric explosions was really nice, I can actually see when strike craft go pop. So far I haven't found anything I don't like about Firefall. [e digicons]:D[/e]

50 Replies 163,843 Views

[quote who="Hack78" reply="5" id="2116886"] I'd like it if each person had a 'flagship' that stood out from the rest of their fleet (other caps included). It would give you something to bolster your forces with, and something to aim for when you encounter the enemy. What - the fact that the ship is a cap ship is not enough??? [/quote] Cap ships are pretty commonplace towards the end of the game, I'd like to see a single ship stand out from the rest. Think st

25 Replies 16,604 Views

[quote who="Mooster" reply="6" id="2116952"] Quoting RanCiD-, reply 4 I'd like it if each person had a 'flagship' that stood out from the rest of their fleet (other caps included). It would give you something to bolster your forces with, and something to aim for when you encounter the enemy. You mean regardless of level it is always the flagship? [/quote] Yes, and if you lose it, its gone. You can't make another.

25 Replies 16,604 Views

I'd like it if each person had a 'flagship' that stood out from the rest of their fleet (other caps included). It would give you something to bolster your forces with, and something to aim for when you encounter the enemy.

25 Replies 16,604 Views

This idea may have been brought up before, but I couldn't find it via search, so here goes... Would it be feasible to make your first capital ship a 'fixed' flagship regardless of level? And with that, the flagship should have a 100% bonus to all primary attributes (hull/shield/damage/armor). This would make flagships meaningful and losing one would be both demoralizing and painful. Flagships are typically the most powerful ship a nation has at its disposal, but as it stands r

25 Replies 16,604 Views

I know you're busy Teal, but do you have an ETA on firefall? Sins is just so slow and boring (to me atleast) without it. I haven't finished a single game since the update. [e digicons]:'([/e]

50 Replies 163,843 Views

Its because they just updated Sins, and the mod needs to be updated in order to be compatable.

50 Replies 163,843 Views