I take that back. I turned on Dev mode. It loaded my map just fine with no errors.... I guess I play in dev mode now.
Leuthesius
[quote who="SchismNavigator" reply="1" id="3767149"] A very common question but we have nothing public to announce about a sequel right now. [/quote] I dislike your response, but you more than make up for it with the Ed avatar. I hope you guys don't pull a Valve and never release the HalfLife3 Sins2. Your loyal fan awaits a hopeful eventuality. edit: Nothing public to announce. Hmmm.
[quote who="rjhughes67" reply="1" id="3767144"] These are the only combinations of the current Rebellion version "Distant Stars and Add On's" that will work: 1. DS-MapPack_v3.1R-RG DS_v0.25.1R+DLC-RG .................Checksum # 104608764 2. DS-AHA2_v3.1R-RG DS-MapPack_v3.1R-RG DS_v0.25.1R+DLC-RG .................Checksum # 164553089 3. DS-AHA2_v3.1R-RG<br
Yeah, I found it like 10 seconds after I posted and then felt dumb.
Well crap. I guess I shouldn't have gotten the DLC... it can't possible add that much to the game.... How does one deactivate it on steam?
Galaxy Forge won't load the maps, neither will E4X Galaxy Forge. I'm running all distant stars mods, and I am irked. Everything has been "supremely stable without issue" until I downloaded the minor factions DLC. Since the minor factions DLC was already there in the game, but not turned on, I'm not understanding how this broke so hard. I have a dump file, but naturally since I'm running a modded game, I'm pretty much hosed on that front (unless someone can direct me on how to
Or at least something that tells us the overall story ending? I know the "story" is a *cough cough whatever* but ya know... especially if the warnings are true.
Nevermind. I'm dumb. Its in the mod folder for the mod with everything I needed. DERP. edit But would like to know how to turn a Gas Giant into a Logistical Wonderland. Making a "realistic" map, with long distances between planets and stars, and Gas Giants have a ton of space around them. I'd like 60 logistical slots around them.
Went do the download page here: https://www.sinsofasolarempire.com/downloads Downloaded Galaxy Forge. Only the most basic planets are available to choose from. Asteroid, volcanic, ice, terran, desert. There must be a GalaxyScenarioDef.galaxyScenarioDef file somewhere that updates this. I know there is, because in the past I have been able to build maps with urban moons, savannah planets, etc.
Hyyyyype Downloading the new one now. Also found the FAA thing. Hopefully I can go large fleets without the game slogging to death. Always played this mod with small fleets.
Is the current iteration stable for windows 7? I have not "upgraded" as of yet...
Plug Puller Win the game by yourself against at least one Hard AI player. <
Harpo99999. Not just knowledgeable. But extremely likable, helpful, and friendly. /trollthread (?)
I believe that is a research that needs done first.
While at it make the Advent able to bend space and move to any planet at will instantly despite distance.
[quote who="Wintercross" reply="195" id="3489433"] Quoting Leuthesius, reply 192 SoaSE 2: Easily done. SoaSE with 64 bit support. Update graphics. Continue with story: TEC Rebels have died out due to pouring all of their economy into a vengeful destructive
SoaSE 2: Easily done. SoaSE with 64 bit support. Update graphics. Continue with story: TEC Rebels have died out due to pouring all of their economy into a vengeful destructive path, and were struck by a few cunning attacks by both Tec Loyalist and Vasari Rebels. As TEC L joins up with Vasari R, TEC R is left behind in tatters, defending itself against the remnants of the Advent L. They are both overtaken by the Dark Fleet that the V
It would be nice if super weapons had their own defenses. Had a thought for a super weapon modification. Cut their size by 2/3's, and their damage by 2/3's, but also their damage by 3/4's. At least the Tec ones. It wouldn't make that much sense for Vasari ones to be that way since their main function is disabling orbitals and making a temporary phase node. It wouldn't make sense for the Advent to do that either.
Is your mini mod done by chance? I've always wanted the advent sb to have beams, too.
It looks like you've got a good start. I'll check back when you have skills and research tree set up, balance fixed a bit more (a tiny rebel fleet decimated my minbari titan). Do you have a list of ships you have planned out?
I've never had a battle be as brutal as this one with vanilla. :p
Superbad :D With the DS mod its almost hard to take pirates seriously late game. With a ragnarov joining the fray it would be a bit more of a serious issue. Especially if you could pay for pirate raids and have one spawn with 'overwhelming.' Eventually, you might have to deal with several rags.
[quote who="Ryat" reply="301" id="3488923"] Quoting Leuthesius, reply 299 Nice touch guys: http://i.imgur.com/rRyhJUZ.png Stant's pet Vasari I see. Quoting Leuthe
Bug found: TEC Loyalist cannot create twin starbases at an antimatter fountain
Nice touch guys: http://i.imgur.com/rRyhJUZ.png