Ordian

Ordian

Joined Member # 3362106
9 Posts 259 Replies 1,283 Reputation

Okay everyone. Due to popular demand, well from a cupple of people anyhow, I have gone ahead and added the rest of the Sins Plus Planets to the mod, along with researchable abilities for each. I also changed some of the previous planet abilities, such as the Urban planet will no longer supply carriers and capital ships with fighters, only the hanger defenses. Please review the planet abilities I have written out above and enjoy. :D P.S. if there are any issues or suc

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Yeah, I doubt that as well. Of all the people who have downloaded and played this mod since its release in October of '08, you are the first to ever have a problem running my mod, so I really don't believe it is a problem on my end. My computer as ancient as it is has little problem running this mod, and I always test it out before releasing it for public use.

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Okay, I noticed three finish conditions not on the list, probaly because I believe they were added with the new patch releases, so I do not know if they will work in a version lower then 1.1. They are "TargetOwnerIsNeutral", "TargetOwnerIsHostile", "TargetOwnerIsFriendly". Anyhow, I love the information, as it has helped out greatly.

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Okay, the minor issue with the Planet Abilities being active before a planet was colonized has been fixed. I have included a link to the patch as well as uploaded the fix into the main download. Contained in the patch zip file is a Gameinfo folder, and to install just copy that Gameinfo folder over your Mad Scientist v1.1 Gameinfo folder. If there are any more issue please let me know.

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??? I wasn't worked up nor was I trying to be insulting, was just explaining my position. If I was worked up I would have used more colorful language.:) Sorry if you took it the wrong way. Anyhow I have added a picture of my testing at the top of the page, so you should be able to see that as can tell the AI reconizes the additional techs in the Fleet tree (the hull tech, the shield tech, the planet ability desert tech, and the improvement_psihanger0 tech).

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I will be purchasing Entrenchment sometime next week, as I am still recovering from the holiday season. Once I get ahold of the beta, I will work toward that goal, as when that happens it really should take no time at all. My only concern is the graphic mods and Sins Plus that I have included as to how much work will be involved in converting them for entrenchment. I may very well exclude them for the first Entrenchment Compatible release to get it out as quickly as possible

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The fleet size option should not have anything to do with it, because the capital ship and supply are merely researches. I could easily add or change them without concern, and there is no reason that would effect it. If something does not effect the rest of the Research trees there should be no reason why it should effect the Fleet tree. Do not think that the way the fleet tree works is somehow different then the noncombat or combat trees, or you will be quite mistaken.

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Someone is free to correct me if I am wrong, but I believe that in concern for the Research Trees, the AI works more toward researching in a particular tree more then a spacific technology itself, which is determined by priority within the traits that the civilization has been given (Aggressive, Defensive, etc). That is also why the AI will research added technologies within other trees without any issues. The reason that the Computer Player may have been missing Techs from the

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The owner changed finish condition is already on the abilities, and I believe that the problem is only that before the planet has an owner, and not when an owner changes. As for the AI, I am pretty certain it does, but I will run some more tests in developer.exe to make sure. Bascally what I do is build a custom map within the game and test it out, so I can see all planets and players. Then using the debug mentu within developer I can see spacifically what techs the A

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They were already given the prerequisites, and also why it works fine when the planets are occupiied, hint the confusion. Planetary abilities are something newly done as far as I am aware of, and I guess under neutral occupation the militia has access to them. That is why I believe that the researchnotmet finish condition is nessary. Will get to testing this later and probaly have a patch up today if my theory is sound.

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Granted, and I understand that. What I am trying to find out if there is a way to be able to get each race to start on a different planet within the same map as their own default. Its a long shot but figured I would ask.

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Okay, here is a question that I have yet to find an answer to. Is there a way to mod the Starting Planets in the game based on race other then making maps? Basically I want to further increase race diversion in my mod and so have the TEC's default home planet as Terran, Advent as Desert, and Vasari as a Volcanic home planet that I will make myself instead of all three races starting on Terran Planets.

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Yeah, I love that song, and it fits in so well. I pretty much consider it the best fighting song of all time. Makes you want to crush nations beneath your feet. :) I'll tell you a horrible secret. I have not acually played the game since I started the mod in October, as I do not really have time to do both and still deal with real life. Weard thing is I acually don't miss it all that much. I find it just as much if not more entertaining seeing what I can

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As you should have already noticed I have decided to add Bailknights Graphics mod and the Volumetric Explosions and Damage Effects mod. The reason for this is I really believe that these two mods are awesome pieces of work and will further enhance the enjoyment of the Mad Scientist. Also, because they concentrate on a very different aspect of the game, there was really no interferance in the vision I have for this mod. I have also added a new opening theme song called "

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Yeah, I was pretty much thinking the same thing. As of right now I personally beleave I have reached the limits of what the game will allow without putting in unnessary items. Until Entrenchment when I have access to mines and starbases the Research protion will have to remain as it is. That is my main motovation to start making it univerally mergeable, and I have also been throwing around ideas of including some other mods within it and spreading into different fields, such

847 Replies 2,497,989 Views