Sarlocal

Sarlocal

Joined Member # 3349178
1 Posts 17 Replies 137 Reputation

Could have used the main thread for this mod :P Anyway, I know I couldn't start that mod with just 2GB RAM, needed 3GB. If not that, do you have a fairly new GPU? Updated drivers? Try this last thing, that can make a whole lot of trouble if it isn't updated.

1 Replies 1,640 Views

This is so that your low cost planets don't get slaughtered. Well, to be exact it's because higher developed planets are nicer targets. Pirates/producers don't give a jack about me losing a weak planet. What I mean is this isn't to help you strenghten your weaker planets. Not exactly... They will only attack so long as there is bounty on your head. Then my game is bugged and has been since I bought it from

21 Replies 77,999 Views

[quote who="DirtySanchezz" reply="61" id="2542588"] Quoting knownalien, reply 26um yeah. pirates = broken. Seriously IC, you should kick yourselves for this goof-up as you should have seen this coming. Pirates are like gods now. I can't play the game until the next patch comes out. The real damage is not to people who read this forum. It's to people who know nothing about Sins, who purchase Trinity, and don't even know that these forums exist nor t

173 Replies 410,074 Views

[quote who="Andy06r" reply="12" id="2542387"]Juvantei, replay the game with the new patch. The pirates were never this hard, not even when the original sins was released. It was just an "oops" and Ironclad fixed it very fast. You can make the argument that it should never have been that way to start, but *shrug* I'd rather have a company that addresses issues in their game instead of saying "its perfect" and walking away from it.[/quote] How are the pirates now compa

21 Replies 77,999 Views

Pirates will now prefer planets with two or more structures (rather than Dead Asteroids and the like). Boost, though a realistic one that should be. Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure (we had to give them something). Leaving? Since when do pirates leave? Maybe mine just hate me, but I've never seen them leave (unless they're heading to someone else and just p

21 Replies 77,999 Views

They might have a damage bonus to structures, but 10-15 siege ships against a fully armed stabase? Common, that's just plain stupid. I could take 100 of my own and not bring down a starbase. But that tends to happen when they don't have thousands of hitpoints. I do hope there is more to this patch than seen from a glance here, otherwise they've ruined the pirates, at least the way I play it. Guess I'll have to run over to the player community for a mod otherwise.

33 Replies 26,959 Views

Tbh I can't see how get get defeated in every game. It'd be extremly helpfull if you could describe what happens so we can narrow down our thoughts about what's wrong :)

54 Replies 96,736 Views

Am I just tired and missed something? Those changes doesn't sound like they'll do anything much to make the pirates weaker. Not as good in the beginning yea, but in late game when I feel I wanna take them down and send in my whole maxed out fleet I don't wanna get run over like a baby in the olympic marathon like last time. And a special armor to make them take even less damage? In my last mid-late game 10-15 pirate siege ships raped my Vasari starbase upgraded with full firepower an

33 Replies 26,959 Views

[quote who="Yanxa" reply="16" id="2538705"] Quoting Sarlocal, reply 13Normandy SR-2 is a cruiser according to the CE art book. Destiny Ascension is a dreadnought yes, but according to Joker in ME1 it has no firepower. Apperently servering some other purpose (capital envoy ship? ). That's not true - I believe it's either Ashley or Kaiden who, upon seeing it on approach to the Citadel, note that the guns on it could take down the kinetic barriers on

153 Replies 96,250 Views

Normandy SR-2 is a cruiser according to the CE art book. Destiny Ascension is a dreadnought yes, but according to Joker in ME1 it has no firepower. Apperently servering some other purpose (capital envoy ship? :D). About the other ships, my memory isn't as good as it could be but I don't remember that many different types of ships seen in the game. Everything looks about the same, and considering there are like 5 frigates, 5 cruisers and 5 capitals for each race

153 Replies 96,250 Views

Strange, pretty wierd if there's no option to remove your own files... I doubt Bailknight will be mad though, after all we're only trying to keep hos mod alive untill he gets back, if ever he does. In the case he will take offence, the blame should be on me, not you.

770 Replies 2,169,603 Views

Hmpf. I enabled (and applied) bkg_Entrenchment_v1.03_Gameinfo_changes without problem, but when I tried to enable bkg_Entrenchment_v1.03 either before, at the same time or after gameinfo_changes the game crashed. I take it that's a pretty good sign my RAM can't handle it, if it works like you guess it does. Makes sense if that's the problem anyway. Bah, I was looking forward to using this mod. Guess I'll have to stick with vanilla graphics untill I get a better computer. &nbsp

770 Replies 2,169,603 Views

Oh yea, I forgot to say. I've tried both the one Anatar fixed (the one for 1.03) and the original 1.02. When I used Harpo's Mod Updater I used the original, otherwise the 1.03. I get the same minidump problem whichever option I try. Edit: If Draz, or someone else who have successfully updated and tested the mod, could upload your updated files so I could try them I'd be very happy :)

770 Replies 2,169,603 Views

I seem to have a problem similar to Bram. When I press the "Apply changes" button after enabling the mod the game freezes for 2 or 3 seconds and then hear an error sound comming from the OS behind the game. At that point there's nothing else I can do than alt+tab and then I see that the error sound was a minidump and after I press that away the game crashes. I'm gonna try Harpo's Mod Updater as Draz mentioned when I get it all sorted, the man is really lacking order in his texts. I se

770 Replies 2,169,603 Views

Since I installed the 1.1 patch I've had this odd and very frustrating bug. My ships tend to override the commands I give them. Examples: -> I tell my fleet to attack a nearby ship (within range of fire) of another fleet. When that ship is destroyed, my caps change to another ship (as they should do). But all my frigs and cruisers stop fire and just follow the fleet command cap without fireing no matter how close the enemy ships are. -> I tell my fleet to retreat

2 Replies 9,926 Views