Teal_Blue

Teal_Blue

Joined Last seen Member # 3305595
149 Posts 1,627 Replies 22,668 Reputation

One ship at a time, might be accomplished by using the spawn ability of the fleetbeacon, which is predominantly used by the vasari, however i have seen some mods give this to the other races as well. But if you spawn a ship this way, you can determine its lifespan, i believe, same as spawning from combatturret, though combatturret spawns only frigates (you can build "like" capitals here (frigate equivalents, but without leveling) and other frigates of course) say a lifespan of

13 Replies 5,891 Views

yes. new episodes with a "new" crew might be interesting, especially if the "old" crew didn't or couldn't return. Perhaps start the new series closer to the end of the war? Or for new audiences you could pickup after the movie, with new actors in the roles and go from there. I like the second idea better, but it is just my opinion. Also, you could have "cameo's" or guest star options for the "original" crew to come back here and there. :) -T

94 Replies 257,882 Views

Did the mini mods not help? :( I was hoping it would mitigate a bit when playing Diplomacy, but don't know what to say if people still feel they are too powerful. Perhaps as Sin-Imperium suggests a "credit" balance is more effective. Will have to try to adjust some credit settings and get back to you on that. -Teal

10 Replies 58,973 Views

(Personal Story/Outer Rim, Beyond Advent Colonies and Trader Space. Not yet in DS) This is a re-post, it is now the 6th of September and Summer classes are over, but i am starting fall classes. I have been thinking a lot about writing, and how it might be interesting to bring something different to my writing. Many stories are concerned with a character more than a st

1,077 Replies 2,844,527 Views

Very very nice ideas! I support all of them. It seems some of this may be approached on a modding basis, but certainly not all of it. 1) stop starbase autopin I think we have to manually unpin at the moment - 2) pirate flak ability is too strong, biased against people using fighters/advent This could be modded, by altering the entity file of the pirate ships ability in question - &nbsp

8 Replies 4,482 Views

Just an idea, but i have put a mini mod together for this, it may not be a "slider", but i am hoping it will help, take a look if you want and let me know. Hope it makes the game a bit more fun and less hectic. Take care, :) -Teal https://forums.sinsofasolarempire.com/378900

40 Replies 15,667 Views

Just an idea, but i have put a mini mod together for this, it may not be a "slider", but i am hoping it will help, take a look if you want and let me know. Hope it makes the game a bit more fun and less hectic. Take care, :) -Teal https://forums.sinsofasolarempire.com/378900

8 Replies 9,070 Views

Hi, I see a lot of people upset over the Pirate strength in Diplomacy, some would prefer to have it toned down a bit, some would like it turned down alot. Some are afraid that if we nerf the Pirates then all the competition will drop off. I dont have a perfect idea here, but i thought it would help to have something. So I have made a set of mini mods, for Strong, Moderate and Weak Pirates for Diplomacy 1.011. Basic

10 Replies 58,973 Views

just an opinion, but the "slider" difficulty level thing would give everyone an option. Players like me that are low to medium can dial the pirates at medium to low strength and play a game and have the pirates "nipping" at my heels, or frustrating my fleets as i try to take out the other major races. Or for those that can handle the "vicious" levels medium to high or extra high, say they get massive pirate fleets in while they still outfight the other races. Its obvious of co

31 Replies 16,530 Views

Small things, they will get tweaked back to good. But with this as a micro expansion, did any of us really expect to get something very very different from the final beta? Maybe small things here and there, but Diplomacy was already very different than either Entrenchment or the Main game. Added a lot of interesting things, envoys, the new abilities and the relationships screen, the chance at a Diplomatic Victory! Manipulating the Pirates, the Pirates themselves getting so much mo

22 Replies 11,469 Views

:) :) Frogboy, If i didnt already have Sins and Entrenchment and Diplomacy I would buy it based on your post!! It was beautiful!!! :) The MasterStoryTeller Tells His Tale!! It was Great!! :) Anyway, i might just buy Trinity anyway! :) Haha, just to have a copy in the drawer a

7 Replies 44,607 Views

Very Very nice Blair! Thanks to all the team for the hard work, Am downloading the update on Diplomacy now, but the new Sins main and Entrenchment run very very smooth and look very balanced. Thanks for everything! -Teal

4 Replies 13,675 Views

:) Switched last week to the new Windows 7, and got the updates tonight, and the game feels very very smooth, dont know if its all the update or not, but very very nice. Smooth play, nice balance. Looks like some nice attention to detail. :) Way to go IC!!! :) -Teal

11 Replies 24,544 Views

:) You can mod the number of ships and supply points now, using a text editor in the entity file for the research for maxcapitalships and for maxshipslots for each race, the vasari, which are called the phase in the files, the advent which are the psi and the Tec, which are called Tec. :) Increase the numbers for basic, which is the first off the bat number you get with the first lab, and the next level numbers. You can get the numbers how ever low or high you want

33 Replies 27,261 Views

:) i would second bringing back the embassies and your idea sounds very well thought out. :( i'm just afraid that with no beta releases since beta 3, that the Devs are on the last sprint before releasing the final in Febuary, which is days away now. Which means we may not see anything of the sort until Sins 2. But it is a wonderful idea!! I wish the Embassies were still in the game too. -Teal

8 Replies 24,374 Views

Nice idea Semaz! :) it could really really mix up the gameplay. So much so, i think it would almost feel like a "New" game. I have been hoping for a "campaign" or at least a way to link maps, so that my fleet could stay intact, however glorious or mangled they might be and go into a new map, sorta in this way building a campaign of my own. But i haven't found a way. I keep hoping though. :) But very nice idea of yours, i like it. -Teal &

3 Replies 9,900 Views

Lex, I will put a mod together tonight and upload it, all you will have to do is load it into the mod folder. I will make a 1.181 and a Entrenchment 1.041 version, ok? Then i'll post them on mediafire and give you the link to get to them. :) -Teal p.s. Don't worry about not knowing how to mod, its fun, but everybody is different!!

7 Replies 41,750 Views

:) Glad to hear it!! Let me know how it plays. :) oh Geofan, i shouldnt say anything, because i haven't pulled my foot out of my mouth since the last time i corrected someone, :) But the .mesh files should go in the Mesh folder, not the textures. There is a Textures folder too, but it holds different kinds of files. Sorry for the you know, correction, but i appreciate your comments, you were way more better at detailing how to do it than me

7 Replies 41,750 Views

MacKnight, I have run into black ships and starbases as well, it should be the textures for the ship or starbase. If you go to Entrenchment and copy the textures folder, drop the copy into the mod folder (of course if your mod is for Entrenchment) and reload the game. You should be good to go. :) Let me know. I'm working on a mod for 1.18

1,334 Replies 3,502,979 Views

:) Personally i think its cool, but i can see how some people might get aggravated. Still, it mixes up the games, that and the over the planet or under the planet moves. This happened in my XL planets mod, but i had increased the grav well sizes 5 or 10 times, the planets were all hills and valleys peaked, which also made it cool, at least for me. I would like to see this as an option though, so we could choose to go slower than lightspeed to pull a fleet out of a grav well and

9 Replies 4,367 Views