traukanshaku

traukanshaku

Joined Member # 3240483
1 Posts 9 Replies 103 Reputation

Just popping in to say I love this mod. To me it feels like I get a better choice between expanding quickly or turtling and between heavy research or LMCU. I always hated how the research was basically an afterthought in the vanilla game. Distant Stars was always my mod of choice before this but I think I'm a convert - I like the map changes; a combination of being an astronomy buff and a bit OCD made the vanilla layouts a little bothersome. I actually also like t

263 Replies 835,852 Views

Been following this ever since I saw the concept back in the early days of Sins, it continues to look absolutely fantastic. Drool-inducing, even. The amount of work that's been put into DoV is mind-boggling. Looking forward to release, whenever that may be! I wish I had useful skills to offer, but unfortunately, about all I've got is a big thank you to the team for working on this! The unwashed masses await your magnum opus with great anticipation!

526 Replies 1,210,592 Views

If you have enough time to build all of those up, it is possible to make him lose some of his worlds. I've found it best to assign them to hotkeys and stagger the firing and the targets; spread them around his empire and be constantly bombarding some part of his empire with your culture. However, as Darvin has already pointed out, the best use of the Deliverance is to fire it ahead of your attacking fleet as you go after heavily defended planets - both depriving him of his culture com

13 Replies 8,582 Views

In regards to the OP, I personally think the Advent starbase is the nastiest to attack with the right upgrades. Placed at the edge of a GW, near the phase lane, it's almost impossible for a fleet to jump into the GW without running straight into the MD/MS combination, even in a standard GW. Combine that with the fact that the Advent hangars carry the most SC and the beam turrets are quite competent when placed in clusters, an enemy fleet is almost guaranteed heavy casualties even if some do m

35 Replies 96,577 Views

I appreciate you trying to recreate it, Ue_carbon, I'll try redownloading and I'll try my other standby tactics again, graphics drivers, etc. [e digicons]:thumbsup:[/e] Edit: things seem to have been smoothed out. Not sure what did it, but it could be a thousand different things so I'll just be thankful that I'm able to play without worrying about minidumps. The addition of celestial bodies is absolutely awesome, btw.

8,423 Replies 15,658,552 Views

I'm getting a brand new system very shortly, but I included the specs as common courtesy, really. I've been able to play games through their entire length, and then I've had the minidump before the game even starts. It's very finicky, but the inconsistency points to perhaps a problem with something in the random map. Personally, I'm leaning toward one of the many additions in planet types, since that could account for the randomness of the crashes. The random maps may or may not have the offe

8,423 Replies 15,658,552 Views

Based on your classifications, currently the abilities of capships fall under a mix of all three categories, which ( as you pointed out, of course ), leads to some being leveled as quickly as possible ( Progen. Mothership Colonize is one of the most obvious to me ) and others being either ignored because of opportunity costs or taken at level 1. What I'd really like to see is for cap ships to become like starbases, in that there are vastly more upgrades than there are p

11 Replies 8,688 Views

Hey Nacey, awesome job with this mod, thanks for keeping it going! I'm a sucker for long games, so I've been playing this for a good while now. The past few versions, I've been having minidumps when loading the Random ( Huge ) multisystem maps. Like someone else a few posts above, the pregame loading screen gets to about 95%, then it all goes down. I've found this to happen more often with Advent than TEC, but neither are immune ( I can't comment on Vasari, as I don't often play them

8,423 Replies 15,658,552 Views

How would one go about importing the ship models from the SCP into an actual modeling program? All the bloody file formats are giving me a headache, since none of them seem to convert into one another. I'm using 3ds Max 2010 primarily, but something for Softimage would work too. Nevermind, figured it out. Still a nightmare. /sigh

157 Replies 390,215 Views

Edit: I've been informed there's already a Freepsace mod project, but I have something a little different in mind. If anyone is able to answer my quick questions, it would be greatly appreciated. I've just started working on modeling some ships from the Freespace universe to use in Sins. If I have some credible success with modeling the ships, I might turn it into a full-fledged mod. So here's what I was thinking: obviously, the size of everything

1 Replies 2,329 Views