The first thing to do is unpack the mods in separate places and then look at the contents. If none of them have the same file names, you can just copy the lot into a single mod directory and call it what you like. If they share the same files, then you would need to print out each version of the file, and compare what is different, then decide which change you want on each changed line and then modify that line yourself in a new version of the file. Then create a new mod using
apricotslice
I think your ignoring the basics under which most games operate. If you discuss them with the people who know the physics, its always a lot more complex than is immediately apparent. There are a lot of assumptions built into space games, and a lot of argument over the physics model used. I'm not aware of what model Sins uses, but X3 for example assumes some measure of subspace usage, especially for stopping (subspace anchor some called it). Talking basics though, isnt speed a
Moi ? Lurk ? [e digicons]:)[/e]
Kitkun ! [e digicons]:omg:[/e] I've never seen you come out with a dumb answer yet, and never expect to. The dumb answers are the ones that attack the question or the poster, and dont actually answer it. Or take the opportunity to rant without addressing the question. Or thread highjack.
Locking the teams is the only way. Which means you need to assign each AI to a team before you start.
There are no dumb questions. Only dumb answers. [e digicons]:)[/e]
Gotta laugh. :) 12 Vasari Capital ships needs a 16 TEC capital ship response. Your 5 were just toast. :) 200 Javalis ? What on earth for ? In that kind of battle, they are just cannon fodder. Should have built the extra capital ships and a great deal more Kodiaks. I'd have taken in 100 kodiaks and 100 Carriers and no javalis at all. 150 carriers if I could manage it. 50 fighters to protect 100 bombers and have the bombers co-ordinate attacks on single cap ships doing the most
I got Sins based on the box. Mind you, I waited until it halved in price :) I was disapointed it had no campaign, but it kept me going for a while, I heavily modded it and it kept me going for a while longer and then I got sick of endless shallowness. So now I'm waiting for the next patch. Overall, there are 3 types of games for me. Make that 4. The kind I dont buy, the kind I return (because its unplayable in some way), the kind that keeps me entertained long enough to have b
I tend to agree. Its a bold step forward into real time play on the 4x route, but they did cut too much out doing it. Personally, now that I've learned how to mod Sins, I've gone back to Moo3 and started modding that. In sins, on my computer, I'm limited to about 100 planets. In Moo3, I already have 300+ and it does not impact on my game in any form of lag. And theres still 3/4 of the galaxy to explore, let alone take. Sins lacks scale, and being a strategy player, I find the
Just pull the whole map over until it works the way you want. Sometimes starting off a save will load the map "up the other way" from how you use it.
I play minimum phase lane maps, so I play with 2 blocking fleets (depending on how many block positions I need at the time), a Strike fleet, and later in the game a follow on fleet. The follow-on fleet always holds the last world I took, so that ships jumping behind you as you jump in, cant destroy the planet I just colonised. Depends a bit on how many block points there are, and how actively they get attacked. Early on, I use a colonise fleet with an Akkan and support to run around t
True, but I've noticed a lot of times when the pirates are left alone by the empire ships in the same gravity well and the pirates are not attacking them either, so there must be some sort of unofficial truce in effect. So if they had to run the guantlet to get to me, I'd expect them to find plenty of planets where they are not fired apon. In fact, I hazard a guess its only the planets/empires where they raid a lot that will fire at them as they go past. As I play block point games, h
The map designer allows huge maps. I've been up to 150 planets, but its possible to have many more. The only practical limit I can see is your computer. 150 planets with 10 empires, is a huge load on a computer when you get to mid-game, when everyone has a full fleet and all the planets are colonised.
That 'out of thin air' aspect is why I keep pirates turned off. Its not real. Pirate fleets should spawn from the pirate base, and then travel the phase lanes exactly the same as everyone else. Subject to being shot at by everyone dependent on their relationship with the pirates. imho.
Edit does not appear to be working at all.
I like the TEC capital ships, but you need to feild them as a balanced unit, not use them individually. So a fleet with 5 capital ships, has one of each, and their combined abilities make the fleet more formidable. The Dunov may be less combat effective, but a fleet without a Dunov is much more vulnerable. If I ahve the choice to add 1 more capital ship to a fleet (where the fleet already has a balanced set of capitals), I'll add another Dunov. The extra sheild ability can mak
It depends what stage of the game you are playing at. Early game when its only pirates your worried about, bombers will take out the pirate ships quickest. But if your being attacked by an enemy fleet that has massed fighters, then your bombers are vulnerable and you need fighters. So mid game you need about a 50/50 mix. Late game your probably better with more fighters than bombers, as the enemy fleets get larger, but it depends on what they are composed of. The other
The directory path is in Click Here
No and yes. You can only have 1 mod active at a time. If you want more, then you need to manually merge them. Yes you can up the fleet and cap ships maximums. I've documented this in my modding guide, Click Here .
There are files in there yes, but the mods folder is under Documents and Settings. A long way under ! In explorer, do a search for the Mods folder.
Until you master it, choose maps with less phase lanes. This allows more block points, and stops them hitting you all over the place. Gives you more time to consolidate and build fleets. Also, lock teams so that they will fight with each other as much as they do with you.
I dont recall ever having an enemy surrender. Perhaps its the map your playing that has that condition allowed. Try making your own maps, and playing against more than 1 enemy. Also, you might try locking teams, as I think when you lock them, the ability to surrender is turned off. (Someone might like to confirm or shoot that down). Why would you want to abandon a planet that you still have forces in the gavity well ? I cant think of any reason I would do that. As long as the forces r
In the end game, I tend to have 20 Hoshikos per fleet, and just let them do what they want. I also include 5 to 10 Cielos, just for focussing the fleets a bit. The downside of Hoshikos, is that when you move a fleet around, they tend to lag behind, as they have a habit of wanting to fix anything they come accross on the way. So they are always the last to jump in at the destination and sometimes well and truely late. They also tend to be a bit vulnerable in mid game, especiall
A trade port generates income, but its long strings of trade ports that generate the most income. So 4 trade ports on separate planets is probably better than 4 on 1 planet. Cant say I've tested that tho. I generally dont build a trade port until I can put 2 or 3 in on adjoining planets.
yes and yes. :) I've had up to 7 broadcast centers on one planet. In areas where enemy culture is high, I routinely build 3. The more trade ports you add, the more trade money you generate, but its increasing the number of ships, so in a large game, too many trade ports can start to create a lag issue.