They are suppost to go up throughout the game, so no you are not missing something
Ordian
If you are talking about the capital ship and supply research they are ment to rise in price and resources as they increase. Due to restrictions toward modding, I had to basically take an ability to decrease resources by a percentage, say 20%, and give it a negitave number, say -20%, thereby acting in opposite. So while the text does say credit cost decrease, it actually increases the costs and such, as was its intention. The reason I have not changed that in the string is
Gotta give me a little more detail then that, such as when you are getting minidumps (When you engage the mod, during gameplay, how long into gameplay, etc). The more detail you give of the issue the easier it is to come up with a solution.
No problem guys, glad you enjoy it. Thanks for the support so far
Hello everyone. I have been getting alot of requests for people to use this mod along with their own, and even though I have been reluctant to release the mod for public use in other mods, I do feel that my work could really help other modders. So without further ado I am announcing that the Mad Scientist Mod will now have any restrictions that I have placed upon this mod lifted and it is open to the public. All I as is that proper credit is given. I still will
Yeah, they used to attack everything and just do less damage to the other ships, but it might have something with the change to 1.03. I'll take a look into fixing that.
Yeah they do work, but it only effects astroids as well as barren planets. None of the other planets would be effected by that tech.
To all those who may be having issues with the mod, I have just added a support email address at the top of the header for people to send their saved games and such. I will be checking this email on a daily basis, so please if you are having any mini dump issues or others such things feel free to send your saved game files to there and I will check it out promptly. As for the pirates being overly powerful, I am currently working on balancing them out. I am currently workin
They do progressively get higher as you move further down the tiers. The main reason behind this is that without reorganizing the cost of research it would have made the first two levels of tier 2 cheaper then the last two of tier 1, which I could not justify considering you get a larger benefit from the tier 2 compaired to 1. So I reconstructed the costs of the research based on this. Also, I feel that the increased costs add an additional element toward the game. I
I am currently balancing out the researching options for the AI. It is not that the AI does not research the new techs, it is that the ai researches at the same level as it always did but there are many more techs for it to sort through so it seems slower then before. I have used the develper program to prove the AI does research the new techs, I just need to kick it in the ass to get it to priorities certain techs over others and make research a bigger part of its gameplan.<
@ ax: quick questions.....Was the game you are trying to load orginally started with the 2.5 release of the mod or a previous release? If so, does it just happen on that one game and not others? IF you wish I can give you an email address to send it to so I can have a look at it.
Thanks Rezulin, I'll take a look into that
I believe you would use 3d studio max to make ship models, but I am really not a modeler so you could probably ask those who have done that with their mods and get a more complete answer. As for modding the research tree, it is not as simple as me telling you what one or two files you need to modify. The fact is, what files you need to modify/create all depends on what you are trying to accomplish. One example is that if you were going to unlock an ability&n
Okay everyone, got the mod converted over to 1.03, and I also included the additional material I was working on before my disappearance. They are Dubbled Max Research Levels: <span styl
Hey guys, sorry for the lack of communications over the last 2 months, but RL decided to kick me in the teeth. Anyhow, I really don't want to go into details. I just wanted everyone to know that I am back in the mod seat.
@ Anupew: More then likely, no. The reason behind that is because many of the features that I am including within the mod itself cannot be done within vanilla sins, as well as the added time it takes to maintain two separate versions of the mod.
Okay, heads up everyone. Progress had been a little slow in the last cupple of weeks due to situations in real life, but I am going to push on getting the new release of Mad Scientist out into the public. I plan on having the final testing phase take place this week and hopefully have a finished product ready by early next week. I still need to make several modifications to the mod to prepare it for that step. So for the next cupple of days I will be working pretty dil
negative, entrenchment only
@ LAB RATS: I have pm'ed you the latest link of the beta. It improves on the pirates and allows them to increase strength as the game progresses. For now I did remove the cap ships that pirates have because I want your testing to be on the default pirate vessels without the influence of the cap ships. Please provide feedback on these changes. Thanks again. Ordian
Okay guys, after browsing the forums it seems that the load issue has been resolved by the devs in the old thread, so I am going to restablish it as the mod thread and hopefully they will delete this one as soon as they can. I will also post answers to an remaining threads in there.
Heinekus: I think I might go ahead and do that, but I do not think I will increase the starting number of squadrons. Will however change the ValueIncreasPerLevel to .89 as that will provide the same effect for a high level carrier cap. Mooster: Well, the reason I am taking the pirates slowly is because with the current financial changes it take time to determine where an empire should stand strength wise at a given time compared to the vanilla version. That I believe
Lol, I'm going to play around with Opera for a little bit now that I got it downloaded, to try to give it a chance. I kinda like how it is set up, but we will see how far it takes me. Anyhow, I went ahead and created another identical mod thread for the Mad Scientist Mod, and the old one is all ready to be deleted by the devs when they get around to it. The new one runs all smooth and nice.[e digicons]:thumbsup:[/e] Anyhow, I still believe that an option for deleti
Okay everyone. Due to load issues with the previous mod thread I have created this one and set the other for deletion. I have read all replies in the previous thread, so please just continue within this one as if it is just another page. Thanks everyone. Ordian
BradenK: Actually they do. What you are looking at is amount of Fighter Squadrons per hanger, not fighters themselves, as hangers have 2 fighter squardrons. The fighter count per squadron does improve, but amount of squadrons does not, as was the intenstion of it.
Please delete this thread as its existance is no longer required.