TEC Loyalist, forcing beach head on Advent Loyalist stronghold. Cultural disadvantage to TEC. Further disadvantage due to map, max planetary loyalty is 15%, thus advent super weapon is far more devastating than either TEC or Vasari weapons. Twin Fortress established at wormhole via immediate phase lane junction with 4x construction bays. Three junctions away is closest capital ship factory with additional 4x fortress construction bays (apparently they do indeed all stack for productio
Leuthesius
Oh. No doubt.
Wound up dominating 77% of a 142 star system. Problem: Both of my allies hate each other. I pick one over the other for more alliance perks. I have SUCH a good relationship with the other one that they're still my friends despite the -20 diplomatic actions on it. I figure they'll eventually hate me enough to start attacking me. I park my main fleet in their home system just in case. My titan doing 550 beam damage and all. (Running Distant Stars).
Ryat--Nope. Just the DS mods. :p [edit] Also, I thought I'd share. http://imgur.com/YS9TXxD,BSE79Rv,DVF9jGe,iukbLLV,C4breii Opening up an assault with a Koskura cannon, launching a starbase with a titan and supporting fleet while ALSO having an 20/20 ally join you with THEIR titan. Its beautiful.
That's a damn pity. Makes me can't wait for the re-release of Homeworld.
Not quite what I meant. I am aware of the advent's ability. I'm talking about 'Saving' the crew. Like, from game to game.
A Level 2 Ragnarov. 3 Tec Railguns 5 squads of fighters http://i.imgur.com/1QkmcA4.png And then narrowly escaped death with less than 100 health after two other factions (not the ragnarov's owner) rolled into the system. Nowhere to go except right through the middle of both fleets. And then my game crashed. RIP Elite Crew.
Came across this..... http://imgur.com/FMNzvdf
I don't have 'random' maps as an option anymore.... Did I break something installing the mod? Fixed my problem: https://forums.sinsofasolarempire.com/452269/page/1/ https://www.wincustomize.com/explore/sins_maps/399/
As long as there's a freaking 64 bit engine with a Sins 2. It is ridiculous that we've got a 32 bit engine when most machines anymore are 64 bit with 4+ cores.
Is there a mod that enhances this ability? 1500 minerals is just too little to make it worth it. I understand the multiplayer aspect, but I only play single player.
We're talking a whole planet here. Should be getting at least enough to buy four or five capital ships.
Sorry for double post, but needed to make sure it was seen. There IS a bug that I've noticed on 2 of the 3 factions I've played thus far. In the diplomacy research screen. There are researchable items that you cannot click--they are outside of the field in the diplomacy section. edit2: Map: AI Horde is broken. Needs spread out--not sure why there
Ah. Well next time it occurs I'll try to recollect everything that was going on at the time.
Who should I send a crash dump off to?
Ryat, Thank you for your work. Just finished my first 10 hour DS:Rebellion game. Pretty smooth, but when it crashes, it locks the computer up completely. Happened twice on a game lasting 9:46, so not too shabby! Also... 100k health/shield Vasari Starbases... HOLY....
Just curious. Lets say I have a binary planetary system. If you put two planetary objects close to one another, they simply adjust the X/Y/Z coordinates and appear above or below one another. But how, if at all possible, would you go about actually linking the two gravity wells so that you could travel between them without a hyper jump? I am thinking in terms of actual travel. Earth and moon aren't that far from one anot
Hello, this goes out to Goa and the DS team and stars teams. If I could have the bulk of DS, the extra stuff for E4X, and the extra research and artifacts/upgrades from Stars, I would be so happy. However, getting these all to meld together is likely to be quite a task. Willing to do it all myself for myself of course, as I highly doubt any of you would appreciate me "releasing" it. <span
I wish I could help more with it. Probably why I'm trying to mod more files and all. ONE OF US! ONE OF US! ONE OF US!
I've been thinking of changing the advent planetary bombardment weapon to a long range laser beam. I'm curious to see how that might work. Suddenly FOOM LAZOR BEAM. If Rebellion were to start working, I'd change to to a planet killer equivalent to the Vasari "eat planet" ability using their battleship's beam as the imagery, but no resource gain. Of course, I'd have to change a lot more for it to make sense. I have yet to see the Advent cultur
Figured it out. If you want something ON or BEHIND the hyper limit, it has to be in very low digits. nearPlacementDistOffset 0.000000 Must be a positive number (or build in the planet) farPlacementDistOffset -3000.00000 You must have a negative number to be behind the hyper limit. It's sort of backwards. I thought that the far distance placement started from the planet's atmosphere. Quite the opposite. It starts at the
That had an interesting effect. Planet move radius 50000 Planet Hyperspace radius 30000 Initially changed the module radius to 50000. Makes it implacable. Tried cutting it down to 29500, thinking that maybe the game is hard coded to not do that. Still implacable. :p Derp.
I've checked ability planet, buff planet and planet entity files on this. Change the hyper radius, and the build radius changes. Change the move radius and the build radius does not change. There has to be something somewhere that locks them into each other... is this hard coded maybe? edit... checking into that. thanks
I set the move radius out to 50000, hyper radius out to 30000. No change in the build radius.
Editing the entity files... Managed to make the "one planet challenge" world I was trying to make forever ago. Almost easy once you know wtf you're doing. One thing that has evaded me is to get structures to build on the hyper limit. There doesn't seem to be a "build space radius" I want my defense structures ON the hyperspace limit. edit: also learned, don't %!*( with pira