-Ue_Carbon

-Ue_Carbon

Joined Member # 3258794
21 Posts 4,191 Replies 1,137 Reputation

Its a .rar file. So you need 7zip or Winrar to open it. You can google either one to download them. Then you can go from there.

1 Replies 1,295 Views
Reply to MODs? help? in Technical

All you gotta do is download them. Unzip them to your Mods folder. For vista its here: C:\Users\'YourUsername"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Then Start up the game. Under the Settings tab, there is another tab called Mods. Just click on that and it will bring up the mods you have put into your mods folder. Select the mod you want to enable and then click enable mod. Just like that your mod is ready to go.

5 Replies 7,322 Views

awesome! thanks ahead of time!!!! I have a day off tommorow so I should be on ALL day, on MSN. So, whenever you get time just hit me up @ [email protected] I will go ahead and add you to my contacts. =D

12 Replies 5,306 Views

Oh and how do I add the ability to unlock this ability since I cant tie it to plant upgrades? Or maybe if someone would be ever so kind as to guide me through it. I have skpye, and MSN. I would be indebt to your kindness.

12 Replies 5,306 Views

hmmmm... thats good to know. now lets see if I can do it right. These files are so overwhelming, lol. I have a new found respect for modders.

12 Replies 5,306 Views

So, ok. Lets just use this as an example. I wanted to give a planet/or other body the ablility to disable ships within a certaint radius. Like using the ion bolt or phase hull out ability. Just as long as it on autocast it should work? Or can I turn a non passive skill passive?

12 Replies 5,306 Views

hmmmm...so can it be any ability or does it have to be like the plasma storm, a gravity field wide affect?

12 Replies 5,306 Views

I am no mean a modder of anykind. I just dont understand half of it yet. But, I know alot of yall do. So is there a way to give and/or create a ability for planets? If so can I tie it into the emergency Facilities upgrade for planets?

12 Replies 5,306 Views

Well, Ive been trying to get some kind of competive play going. But even my simple attempts are lacking true intrest. Ive had a few people join but thats it. Wouldnt mind running it if you dont want too. Maybe it will help with the intrest.

9 Replies 31,964 Views

ICO works just fine if your upgraded to 1.12 via Impulse and have your firewalls and ports properly set. And you can always use direct IP connect if yall know each other IP.

3 Replies 2,550 Views

Hey not a problem, just trying to help when I can. I honesty dont mind the carrier costing more or even the battleship. After all the battleships damage is been boosted greatly for all races and the extra 10 doesnt sound bad for the damage. The main point I was making was the carrier still needs more starting strikecraft, no matter the supply cost. After the rebalance of the Cap damage they feel super weak. All I was suggesting was increase the SC to compensate for the lack of firepower. Hell

8,423 Replies 15,657,808 Views

[quote who="Hack78" reply="5" id="2035102"] A quick correction: the support email is [email protected] (not ironclad.com). We would like to correct the former correction. [email protected] is where you send ICO issues [email protected] is for Impulse etc... Those responsible have been sacked. We apologise again for the fault in the subtitles forums. Those responsible for sacking the people who have just been sacked, ha

13 Replies 5,581 Views

In case your not aware, there gonna be a new update soon to address the problems with Entrenchment. And they do not need a mine sweeper ship. They currently have 2 ship that IMO are perfect for minesweaping. Flak and/or scout. Granted the CURRENT build does have it at an imbalanced. So, be calm and wait for the update then lets go from there. Ironclad is 999.999999999999999999999999999999999999999999999999999999999999% aware of the mine issue.

30 Replies 5,151 Views

[quote]The bottom line is that I payed $30 for a game that isn't working and with a company that doesn't provide any technical support aside from forums, whose posts it seems to ignore consistently. I'm glad there is no DRM, but the non-functioning multiplayer and complete lack of technical support is pretty pathetic.[/quote] Did you email [email protected] ?? After all thats how support works, you contact them. Not they cont

8 Replies 2,285 Views
Reply to Diconected in Technical

Are you updated to 1.12? Some info would make it easier to help you. I cant speak for everyone here but mind reading is not one of my lvl 6 skills.

2 Replies 1,102 Views

[quote who="gtorr144" reply="20" id="2034666"]This is a great MOD, I have really been enjoying it! I have a couple of questions about the ship grave yard. 1. I noticed that the captured capital ships do not have any options for abilities. Can that be changed so that they are just like the cap ships you build yourself? 2. The capital ships you capture don't require an available ship crew, but all of the captured ships count against your available s

8,423 Replies 15,657,808 Views

Well, I dont think there are enough air units to make it a good mod. But I could be wrong.

18 Replies 59,827 Views

I didnt know about the Ctrl+Shift+Z thingy. Thanks for sharing that!!!!! I been playing around all kinds of shots and such. The master plan, is to make a story some how. All depends on if I create a viable story line and such. Eh, we will see.

11 Replies 16,989 Views

Might I suggest you redo the the cap carriers? I mean for 75 suppy they should have alot more SC. ALOT. Also might wanna changed some Cap ablities around just to see if it presents a more or different combat enviroment. Can you also add new artifacts? Maybe new abitlites to further the difference between the races? Idk, just thorwing ideas out.

8,423 Replies 15,657,808 Views