*facepalm*, indeed. Does half of anyone...READ anything on the post, or any of the previous comments? :/
judisheshok
DARTH VADER NNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. *sigh*. August isn't too bad, all things considered, having to fix things and suchlike. :(
In Uzi's Sin's Plus Planets package, the Industrial planet type gave a 100% increase on ship build time. If that is the case and the little bit I've played around with modding Sins, should you not be able to alter the rate on your forge world settings to reflect the same? I'm not sure what the settings look like for an Industrial and what you might actually be changing in ways of it's abilities, but that is where I would look.
I'm sure that someone has mentioned this on here, and I've read a bit of this thread, but I haven't been all the way through yet, but this beta also works on 1.16, not just 1.1 as the original page where you can dl. Having never played the table-top, I thoroughly enjoy this mod. The only thing is that the battleships/cap ships arrive faster to a battle than do the escorts, which is something I noticed occurs in vanilla and entrenchment, so it's prolly just settings from th
Dolynick's OP also states it in the description of what various links to his mods he is offering.
There's not much that hasn't been said by others about this mod. I absolutely love the new ambient music. The models that have been instituted are rather awesome, also. :). Not that I would upgrade/research things that obviously don't apply to the game (shields with anything, for example), prettier Research trees will be awesome. I know that you're releasing as you go, so some things are hit and miss, but the Mercury-class BS still has the adaptive forcefield
Wahl....the descriptions for the ships ingame are pretty good...[e digicons]:grin:[/e] Anything with fighters, or beams should be pretty good for "long range". (A very generalized statement) If you're sticking with cruisers, then the Diruo's are pretty much your only option. All Cap's can bombard planets, but the Ultionis is a specific planetary bombardment ship. The Juggernaut and Atlantis are also carry good bombing rates, if I recall correctly. If you
Hm... Well. I know that a few pages back (it might be five plus...lol), we discussed some Ancient gameplay styles. I would refer back to that(sorry for not having the specific page). I know that when I play as the Ancients, I either build a Revenant, or go for broke and bust out a Invictus Juggernaut. It CAN take a bit to get the timing down for things, especially if you have to upgrade your logistics slots to account for more military labs, etc. Personally,
Also, Dolynick. I know you said that you were going to/are playtesting the Wraith to see if there is anything that has issues, but one that I'm pretty sure is an actual mistake is that the Wraith's cultural resistance research tab does not work because the pre-req does not exist in their tech-tree, in the most recent build of the game. Again, not a big deal, just a...passing comment? Thank you again for providing me with some a wonderful eater of my time! [e digicons]:dr
Well, to answer your question: The Ancients do not in fact have a refinery port for materials. Neither do the Wraith, for that matter. Only the Asgard posess them...I haven't yet played them through....The Ragnarok is teh AWESOME. The wording for Gate Trade just happens to not have been.....perfectly tweaked for the mod. btw Dolynick, I didn't mean to usurp your prerogative in answering questions about your wonderful, wonderful mod.[e digicons]:grin:[/e]
This has been an issue from time to time. Just save your game, exit out of the game, and then restart it and get back to it. That should fix any issues with the research tree. I've had to do it several times in my playing of the Wraith.
At least, I have never seen my structures pop up at the star....Now I have to retest this!
I am not sure of the specific reason, I just know that you cannot build a structure at a star. I had the thought I could totally shut down a star system if I could build turrets and fun stuff like that....but that is just not case. *Sadness*
Yayness!!! *can barely contain excitment!*
I hate it when I'm gone for a few days, and these all randomly happen....Grrr. Will I need to dl the 1.02 version of vanilla, or, Dolynick, are you gonna leave both versions of Galaxy up? I've caught up on the thread from where I had left off, but my brain isn't getting it....if you have Galaxy, you don't need SGRaces active, correct, because it's all mushed together? (I see that it says standalone...but just checking :))
Hm....I know what I will be buying when you're done coding for Entrenchment..... [e digicons]:grin:[/e]
Unfortunately, from what I had been reading of the Sins Plus thread(which was a bit ago, granted) was that Uzi was not going to be releasing any new versions and devoting completely to Danman's project, Seven Deadly Sins, I believe. In fact, if I recall, the latest version that is in your merged is one that someone else did the conversion for. No fun...complicates things. Yay for release! I haven't played Entrenchment yet...but I would buy it, only to play this m
Thank ya' for your advice guys! I've never played with the Revenant really...So maybe I should. [e digicons]:grin:[/e] [e digicons]:grin:[/e] And for the models.....[e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e]
Okay, this might be a slightly noobish question, but because this is the forum for this particular mod, and it's not like I might necessarily find somewhere else to discuss how to best utilize this wonderful mod's new stuff, and everyone plays different-ish(yay for run-on sentences!).... What would be people's opinions of a good early game strategy with the Ancients? I have a tendency to turtle...but then get impatient with the Ancients, especially after I have just finished pla
I'm just excited, one way or another, that there is something in the near-ish future. Even if it ends up a lot longer than near-ish. lol. I didn't mean to make you repeat yourself about the issues with the 1.14 patch....or if someone else mentioned it, heh. I knoes that its providing its own special issues, and I'll just be happy when you get to it...after all, you are totally doing this for free, of your own volition. Heck, I'd prolly pay for it anyway
Even if a "near future" new release is like a few weeks or more away.....That's Exciting!!!!! Almost makes me forget the fact that I hate college so hard right now.... heh
This is in no particular response to anything, just commenting on modding in general..... While nice to see the pretty new mods based on series that we know and love, its much better when they play in ways that complements the game that they are being converted into, and are balanced and all the fun things that make a game fun. i.e. A Starwars mod for Sins....the models are gorgeous. The fanboy in me enjoys running around with Star Destroyers. Gamepla
I have to agree with everyone...This game CAN'T be a bad game....Everything that has been "critiqued" are things that have been blatantly, BLATANTLY been discussed either in the forum thread, or within the main topic... It's not like Dolynick left it to you to find out that the models were re-used. And besides, why would you download a mod without reading about it, seeing if its at least compatible? Not to belabor the point....but Dolynick is one person. All the codework h
I've had that happen once...since I've only had the chance to play that long so far, once. As far as I could tell, without trying to repeat it so far, is that I had a decent sized fleet and was telling a bunch to go one direction and some another, and the game spazzed and mini-dumped. But, that doesn't mean much, being only one time. Heh.