Quick question - does Rebellion come with the entire Trinity as well? I already own the original SoaSE and Entrenchment, but held off on getting Diplomacy. So I'm curious if Rebellion comes with everything or I need to buy Trinity as well. Thanks!
Lord_Zath
sweet thanks!
It seems that switching the starbase's engagement range fixes the trade ship issue, too. Seriously - if you guys can change the default behavior on the Empire and Vasari SB's, that should take care of several issues at once!!!
Got it thanks! I'll have to check that out - didn't even think of that. Though that still doesn't really explain why the SSD wouldn't attack targets well within its firing arcs unless I ordered it to attack... I also noticed that trade ships docking with the SSD will stop the SSD of all actions.
ok super frustrating - I've had SSD's and repair bays (playing as Empire obviously) completely ignore potential targets. In other words, I lost a world while a SSD sat on the other side of the planet and did NOTHING. I've even had SSD's well within gun range of enemies and not shoot until *I* designate a target. This makes the game completely unplayable unless I'm in a 1v1 style setup. Any luck on this getting fixed? Is there anything I can do to help?</p
Another thought - I'm wondering if the Rebellion should have a Deliverance Engine-style superweapon instead of the Galaxy Gun. It makes more sense to me personally because the Rebels I've seen in the movies were all about converting others to their cause, not blowing up planets...
I went for the full install into a fresh install of sins/entrenchment. Figured less chances of something not copying over properly :)
So I finally finished my Rebel game tonight. Same issue - all white victory screen except for the two buttons. I also came upon a weird asteroid with population of 270! It was kinda comical seeing all the orbiting structures/vehicles...
Played through as Rebels last night. I did have a crash to desktop, but that could be attributed to the fact I was playing at max game speed (16x or 8x). One suggestion regarding the Rebel Starbase's abilities - Mobilize Defenders needs to be beefed up a little. For the cost of researching and then building it on the station, it doesn't seem to add much (2 flak, 2 corvettes). What about adding a few fighters and a few bombers? The idea of the ability is r
Empire. I have yet to try as rebels; maybe tonight though I just LOVE having the SSD in :)
Mod's looking great. Zero minidumps after a couple hours of play, and that's at all max settings. I really like the new effects and colors. One moderate gripe and one minor gripe: 1. Repair platforms (Empire) don't automatically repair units within their range. 2. The victory screen shows up all white with only the two buttons viewable. Luckily, I can click them and end/continue the game.
so... been a while. Any updates???
So I decided to try setting my shipyard to rally on my Akkan, but no fleet. It was like watching a school of fish in an aquarium!!! I suppose it would make for good defensive stanse if I were to set my ships to not break formation to attack enemies... <img src="http://www.msprotege.com/members/Lord_Zath/aScreenSh
The main screen shows version 2.5.4 and not 2.6...
The only use I have found for creating a fleet is that it keeps my carriers together with the fleet. Otherwise, they sit at the edge of the gravity well unless I make them move. While some would say that's a fine tactic, I don't like to find out that a flanking maneuver has just wiped out 75% of my strike craft :)
I have had minidumps about 20 min. in. When I change graphics/effects settings to high from highest, minidump issues are solved. Note that this does not happen in the "vanilla" entrenchment...
Sins ran just fine on W7 for me. Slight improvement over Vista on larger maps w/tons of AI/ships/etc.
Or make it so you have to upgrade it 4 times or so before it does a one-shot kill...
I used to get CTD's about 15-20 minutes in. I turned all my effects settings from highest to high and no problems anymore. Give that a try.
Jason, thanks for quickly fixing the issues. I have downloaded the hotfix but haven't installed it yet - though your re-upload of 2.5 has solved the starbase issue. Part of the reason I haven't installed the hotfix yet is I kinda like tartan patrol craft that can move faster than fighters and colonize planets :)
Great thanks, Jason!
ok so running install.bat after extracting the zip into the mod folder and overwriting every file seems to have helped bring the checksum into alignment with what jason posted. However, I am still encountering the same problem w/the starbases - no abilities :(
Link: http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=1 Install 2.4, then install 2.5 over it. My Checksum is different than posted so I'm going to need to try some things I guess :(
After doing the 2.5 patch/update, I'm running into a somewhat major issue - none of my starbases (imp) are able to "build" any of the abilities. What I mean is when I go to the window for upgrades, I can't upgrade trade ships, repair, aux. government, or the red button - all of them say I must research the tech first (which I have). Is this intentional or a bug that was introduced w/the update? Other thoughts - the added planet bonuses are nice. And it