-Ue_Carbon

-Ue_Carbon

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

Make sure you kids are checking your checksum when you enable the mod if your getting issues. If it doesnt match the number found in the [] then its a bad download or you have an extra folder. Please please please, give us better info if you have a bug or dump. Telling us its minidumping does us nothing to narrow down the cause.

8,423 Replies 15,657,626 Views

[quote who="DaxxTrias" reply="7549" id="3194810"]When I found a game with the deepspace node, after he had quit so I had no more opponents, I just sent my scouts to that gravity well with auto-colonize turned on (VL scout) and went afk. Came back and they were full AM, nothing was captured. Tried to manually capture, still no go.[/quote] There is nothing to capture grav well wise, its an uncolonizable along side the graveyard. Much like plasma storms and such.

8,423 Replies 15,657,626 Views

[quote who="zerohourrct" reply="9" id="3194682"]but it pretty much means you can't win lategame unless playing Vasari on the larger maps.[/quote] LOL.

9 Replies 6,095 Views

[quote who="DaxxTrias" reply="7547" id="3194689"]It doesn't work or me, I tried it on my VL scout, and TR colonizer, I even went with the TR cap ship with the capture ship ability. Unless I'm missing something, it's simply not working for me. If I could get it working I'd gladly keep those planettypes (I don't even know what the heck relic is supposed to do, it just seems to cycle invulnerability on me over and over, and doesn't seem to be

8,423 Replies 15,657,626 Views

When you enable the mod, on that same page it will show the checksum of the mods you want to enable. Kinda hard to miss. Per the instructions posted a long time ago. (Note: Rebellion changed the mod path, so might wanna check that also. C:\Users\USERNAME\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion) [quote who="-Ue_Carbon" reply="2256" id="2527669"]Well all thats left is to start up the game, go to your options. Click on Mod tab, and enable the mod.

8,423 Replies 15,657,626 Views

Guess they should you know...download mods. Not like that complicated with this game. Its as plug and play as one can get. Edit: Hey and they can stack...yet another plus there.

29 Replies 40,828 Views

[quote who="pacov" reply="1233" id="3192433"]I'm off to bed. Uploading a vid of carbon's "time to shine" as twitch from our last game. Check the youtube channel in an hour or so if you want to check it out. Night all and thanks for the games![/quote] [e digicons]:rofl:[/e]

5,007 Replies 11,212,122 Views

[quote who="JimStarluck" reply="7509" id="3192247"]I wasn't complaining; I know that as a hasty alpha import there'd be stuff like this. Just trying to help you guys find what needs fixing.[/quote] Wasnt directed at you. =) Just a general P.S.A.

8,423 Replies 15,657,626 Views

Remember folks, this is Alpha is a straight up port of the Diplo version. We have already found some issues that porting has made, and Im sure you all will find more. But we did this so those who wanted a DS feel for Rebellion could have it. We are still a long way off from having a true DS:Rebellion. As another P.S.A. : Make sure to turn down your graphics and stuff. Till we get all these new options running well enou

8,423 Replies 15,657,626 Views

[quote who="SpardaSon21" reply="9" id="3170494"]Bacon lasers. They use bacon as a solid-state lasing medium to emit tasty bacon-flavored pew pew beams of death.[/quote] Amen. And the bacon lazors are mine. all mine. [e digicons]:pig:[/e]

23 Replies 31,832 Views

[quote who="ZombiesRus5" reply="25" id="3189162"]Gamers are obviously entitled.[/quote] Fixed it for you.

56 Replies 145,421 Views

[quote who="Volt_Cruelerz" reply="1" id="3188560"] quoting post Kol Battleship: autocannons now deal anti-light damage and can target strike craft Gauss Rail Gun: AM cost increased to 65/70/75/80 from 50/55/60/65, removed speed debuff, added passive regeneration disable, now passes through targets, and changed duration to 10/20/30/40 seconds from 10/10/10/10 Adaptive Forcefield: made passive and nerfed to 3%/11%/19%/27% from 15%/23%/32%/40%; fixed a

162 Replies 269,630 Views

[quote who="Stant123" reply="7465" id="3188382"]One of these days I'm gonna have to send you my old maps to see what you think can be done with them. Probably going to have to go through and update them for ya to work with the new forge but I've got the update process down to a science now. Edit- b-t-dubs, is the trigger system useable? Depending on what's available to use, some boring maps could be turned into total AI domination.[/quote]

8,423 Replies 15,657,626 Views

[quote who="Major Stress" reply="8" id="3188377"]I thought IC made raiders on a timer? Unless something changed that i missed? This was back in the entrenchment days. Can anyone confirm if raiders disappear after a while? if not then they must have reverted it back to original sins style.[/quote] Ive seen a few topics like this scatter about recently: https://forums.sinsofasolarempire.com/428151

326 Replies 701,420 Views