Don't get me wrong I like the Insurgent mechanic I just think if they can't be destroyed by a fully upgraded starbase before the next ones arrive then maybe there should be an increase in time between incursions. Is there a way the time between incursions could be randomised that way it could be two minutes or 20, also it would keep you on your toes when you have no idea when they will return.
ashley19
Hi guys. Love this mod I never play normal sins any more. I would like to add to this debate over insurgent ships. I like it. It's like in the shows the Klingons kept raiding behind Dominion lines. I am playing as Federation against Klingons, Romulans and two Dominion who are teamed up, all on unfair difficulty. I am slowly advancing against my enemies, but to combat the insurgents I have had to build a starbase in every one of my gravity wells. My only issue with the insurgents is that by th
Why don't you just make one yourself, it's pretty simple.
The danube is a heavy fighter in the game and is buildable by the fed starbase and galaxy class i think not certain on the galaxy.
I found the actual cause of the asteroids that have 0 extraction. In the entity file the extraction rate for the metal asteroids orbiting ice worlds was set at 0, hence no extraction. I just matched the ice extraction on volcanic worlds and now the roids work perfectly. Hope it helps. sorry also forgot the refinery rate needs changing as well.
I know I solved it by changing the planet entity files to only spawn crystal asteroids round ice worlds. It has solved the bug for me.
I have tried multiple maps. Both versions of the fortune favours the bold. Small, medium and medium/large map. and systems of war. I found the bug on everyone of the maps. It is only the ice planets and is always a metal asteroid in orbit that is showing 0.00. The volcanic planets that i stated in my first post are fine even when there is a crystal asteroid in orbit.
I'll try the mod unchanged now, ive got an afternoon free and let you know soon.
The only map I played the mod on is the fortune favours the bold custom map. The changes i made were in the planet files in the game info folder and no problems with the asteroids since.
Hi guys love the mod it is the only reason i still have sins installed. I too had the asteroid problem, where it shows 0.00. But it only appeared on ice or volcanic planets where there were metal asteroids at ice worlds or vice versa. I just changed the files to not spawn any metal asteroids at ice planets or crystal at metal planets and the problem apears to be solved. Dunno if there just not supposed to be there. Hope this helps, and thanks for putting in all this work guys. you're awesome.
Hi all. Been lurking in this mod since the beginning, great to see things back on track. The mod is great the ships, and the new structures are great aswell. I never played BG but i did play 40K for a few years and still enjoy it from time to time. I had an idea about the cost of ships mentioned further up. You could use a research option to lower the cost of ships, place it maybe at level 6 or 7 in the research panel, it could be called forgotten building techniques, that the mechanicum foun
First of all i beleive there is intelligent life in the universe, theres too much out there for there not to be. Also i don't think any of us will be around if and when we do meet them, atleast hundreds of years unless they luck out and stumble across us. Any equations or formulas cannot be used at the minute to work out if there is life anywhere else, we simply don't know enough. The only place we have been succsessfully outside Earth is the moon, which isn't even a planet, and by succsessfu
Hi all, lovin the mod dolinick. Ive been a bit of a lurker in this thread, ive never posted but ive tried the mod at various points in its development, and loved it each time. Just wanted to say to Thoumsin have you tried getting entrenchment through direct debit because i live in england and bought and downloaded i
Hi everyone. First Stress the demo's great, you take as long as you need to get the full mod done perfect, and if the demo's as good as this then i cant imagine how good the mod will be. Now this might sound like a stupid question is there a complete shiplist for the mod, ive seen a few times that Stress has a shiplist set in stone but i cant find it anywhere. I'm not here to nitpick just let the guy do the job, i'm just curious. Thanks
Well fair enough then just didn't seem big enough to be classed as a capital ship to me but if TECHNICALLY it is mandated then thats the way it is. cheers fellas
Ok thanks EmperorParadoxnt I'd love to see the executor in the mod, but if its not i can still have loads of fun just building lots of star destroyers. Just one more thing don't know if any of you will like it. I don't think the Victory should be a capital ship, but a cruiser instead. But I don't
Hi everyone. I got the beta for this mod and loved it, it all looks amazing. Great job evillejedi. but i was a little disapointed to not have the executor, will it be in the next update.
I think its something like the beast from Homeworld Cataclysm. An entity from phase space, released by the experimental lab released it and then in combination with the vasari nanotech it grew and started to assimilate the vasari empire, and now it expanding in the directon where it knows there is more ships to feed on. The fleeing vasari.
The ship looks great what role will it play though
There already is a stargate mod at the minute their working on the pegasus galaxy, with the Tau'ri, Wraith and the Asurans. when thats done they will be making a milky way version.
Hi this is my first post. Ive been keeping an eye on this mod for a few weeks now and i gotta say it looks awesome, lovin the Posiedon class carrier. Quick question though if one of the races is completed before the others will it be released as a sort of beta or will it all be released as one mod?