apricotslice

apricotslice

Joined Member # 3259980
13 Posts 238 Replies 275 Reputation

Basically, yes. :) I want the militias and rebels to use the pirate kodiac, not the TEC kodiak. Same with the TEC gauss too. In my game the gauss is lethal, so I'd rather the pirates didnt use it. I guess I can change the playerpirate file to use one of the other race guns instead. In the game I'm playing at the moment, 9 gauss held off a reasonable fleet incursion without loss, and 5 of them took out a capital ship before it could jump out again (no inhibitor either) ! :) (Pr

9 Replies 7,380 Views

Is there any way of defining what ships rebels and the pirates you find around uncolonised planets use ? I've made a few mods to the Kodiak, and I dont want the pirates using them. There is a Pirate HC, but only the pirate bases use this, which to me is wrong. So is there any place I can specify which ships are used by general pirate forces ?

9 Replies 7,380 Views

There are almost always ships at every planet, how many determined by what it is, and if its colonised. 6 scouts have the combined firepower of a pea-shooter. :) If the planet has 2 Heavy cruisers, then you can expect your scouts to be trashed. Even the combat frigate wont do so well, except in bigger numbers. Everyone varies as to starting tactics, but I build 2 scouts first off and have them find the nearer planets with manual direction, always jump again before they

8 Replies 16,405 Views

Why give up so easily ? Extract all the changed files from each mod, and put them all in one directory. If its not in binary, its been changed. (Assuming they kept the binaries for anything not changed, which they should have for performance). The only conflict is where the same file is changed in different mods, and there you will need to choose one. You should be able to make up 1 mod out of the 3, that achieves most of what you wanted from them all.

6 Replies 5,111 Views

Try developing all of those planets and having a culture, trade and refinery on each. At that point, I think 1100 planets will cause some serious lag issues. :) Its not the map that causes the problems, its developing the planets. I find on my computer (3 years old now, so not the best), once I get past 50 developed planets (where usually the other races have another 50 mostly developed, the game lags noticeably. I wouldnt even attempt to play 1100 planets. The trade

36 Replies 17,952 Views

I was disapointed and quite surprised that Sins didnt have a campaign. The build up in the manual from the race descriptions and the start of game movie, leads one to want some story, and there wasnt any. Having said that, I intensely dislike campaigns that have specific objectives and only 1 way of achieving them, and this changes every mission. Homeworld(s) was a classic example, where each mission is very different (good), but each mission has only 1 real way of achieving it

8 Replies 7,053 Views

I'm also disapointed with the way ships move. I had a similar argument in X3, where capital ships destroyed themselves on asteroids because they tried to turn their way through them and could not. Eventually they did adopt the stop, turn, move, way of moving them. Having ships your trying to get to safety take a detour through the enemy lines into point blank range of their guns is just stupid, when they should just be flipping over and accellerating away. I'm also disapointed

108 Replies 154,401 Views

[quote]Blame Microsoft for that...........How so?[/quote] I do blame microsoft. :) But game developers should be asking the player where they want things put, not depositing it where the "god of the computer" tells them to. They give you a choice of where to install the game, they should also give you a choice about where they put the support files. Hardly a budget busting thing to do. The pdf I was reading, said application data, local settings, when in fact its the other way

82 Replies 211,299 Views

The actual mod used to solve this issue wasnt my choice, but I have modified the game to overcome similar issues. The TEC are behind the 8-ball in this game. And the TEC are my choice of race, since I'm not into revenge as a motivation, and my test of Vasari to see how the phase gate worked left me not wanting to play them again due to the wordage used. As such, I see the Vasari as an old dominant warbased culture that spent so long as the dominant species that they stagnated.

90 Replies 216,114 Views

Annekynn, I agree with you that the devs aught to spend more time actually playing the game. All devs aught to. Every time they tweak something, it should be another days worth of test playing ! :) That said, you appear to be missing something. When in battle, I use the Empire tree a great deal. If one type of ship is giving you trouble, then you look for its symbol in the tree list for that system, and you get everything to fire on that. And you keep clicking the symbol until they are

90 Replies 216,114 Views

You dont need the forge tool, just the text files that come in that download. If I get it going, I'll do it as a separate mod. I'm doing an allover TEC tweaks mod, but also will do fleet size (only) mods for each and one for all, so doing an extra mod for just adding tec gate is easy. I'm going to play a game as vasari and see how the gates work, just in case all thats wrong is that I'm not using it properly.

18 Replies 17,400 Views

Are you running under XP or Vista ? I notice the black screen varies in time to start, and shows not responding when its there, but it does start eventually. If your using a mod, I suspect it loads it then as well. So takes longer.

4 Replies 3,059 Views

This is one reason why I mod. :) But its also tactics. And fleet design. Instead of 50 heavy cruisers, I use 20 HC, 20 light carriers and 20 flaks and 20 LRM's. Or if you want to limit it to 50 ships, then 10 HC's, 20 carriers, 10 flaks and 10lrms. If nothing else, the fighters and bombers will pick off the offending ships for you while the rest are immobilised. But modding wise, I boosted the range and firepower of the HC. I basically made it lethal ! You pay

90 Replies 216,114 Views

Thanks, I'll play with those ideas. :) The research makes sense. Maybe it didnt show up because I was using the vasari files, and they had already been researched ? So making a new set of research files might solve that. Actually, I like the idea of the gate showing up to build when the Vasari have done the research :) Sort of like adding some espianage to the game, as TEC steal it the moment its researched ! :) But alas, its not much use if it doesnt work.

18 Replies 17,400 Views

Ok, tried that. The research doesnt show up, but it appears to have been done, making me suspect the shield generator and the gate share something, and doing the shield research also activates the gate. You can build the gates, but the ships wont use them. They go straight out the normal phase line. Same thing as the way I was doing it before. As in a different way, but same result. What am I missing ?

18 Replies 17,400 Views

[quote]such as all the girls don't think what I do is "worthwhile"...[/quote] I was talking about modding ! lol But since you mention this, I think its a game genre wide issue, and not solved by modding. :) In X3, we had a thread called "Forget Khaak, the biggest threat to my empire is the wife". lmao Classic thread. [quote]We should pettition for a creationg of tutorial sub section, where we could put all tutrials and guides together.[/quote] This forum doesnt have on

6 Replies 5,436 Views

I didnt think of that. I've actually been trying replacing the shield generator, and got everything to work except the gates themselves. Maybe thats what I'm missing. Will try it your suggestion and see what happens. Thanks

18 Replies 17,400 Views

Is it possible to give TEC the phase gate ? If so, what files do I need to change to do it ? I know there are 2 research files and an ability file as well as the main planet one, but cant find anything to change in them to specify it as TEC. Would the phase gate replace something in TEC research ? If so, what ? I guess one way of doing it is to overwrite the TEC gizmo's code with the phase gate code, but one would prefer not to.

18 Replies 17,400 Views

I wish they hadnt put anything under documents and settings. Editing mods has become a seriously annoying job because you have to manually hunt down all the directory structure first just to find them. Likewise saving your saves. It was bad enough Egosoft putting X3's under My Documents, but this is totally rediculous ! Putting stuff down 10 flights of dungeon is just madness imo. I know microsoft like this stuff, but most of their "good ideas" come from sheer insanity ! And just to add

82 Replies 211,299 Views

Yes, manual placement and pay attention to where the covered area is. 2 will cover the whole gravity well, but 3 will ensure all phase lines are properly covered where there is 3 or 4 lines.

12 Replies 9,463 Views

Game speed ? Where is that ? I dont recall anything in the manual about a game speed. Theres the speed selections in the options before starting, but even on fast, the game is often too slow for me. If there is a speed control and pause, where is it ?

10 Replies 9,956 Views

Ok, look for the ironclad references and stardock references. I've found in the past that programs often get entries stored under every name possible to do with making it. For example, (not a good one), nortons antivirus is under "nortons", but so much cr*p is also loaded under "symantec" that deleting with it all is a major undertaking. Also, check that all the files under documents and settings are deleted.

82 Replies 211,299 Views