Thanks for the tip! Wouldnt unused entries in the (already long) strings file slow things down? This is really the only reason I have for wanting to remove them, just to optimize something that seems overly large and inefficient. That showErrors tip sounds great, but what kind of errors would it display? As far as I know, when something's wrong with the mod, it just crashes the game and generates a minidump that I can't read.
DarkRogue3
Well, I came across it while I was doing something else trying to merge a few mods together. It's tough being a complete newbie but no one wanted to help out. Anyway, I feel your pain of not being able to find where something is. I believe what you're looking for may be in the SquadXXXBomber/Combat entity files (where XXX is the race.) Inside, I see a fighterConstructionTime string that may be how many seconds it takes to build, and what you might be looking for.
Anyone? Or am I going to hoof it alone? :/ I assume I'm on my own here, but in case anyone was in the same boat as me, that Slow pirates mod doesn't even work.. (Stupid of me not to test it out first before I tried merging it.) Anyway, it's simple enough to go to the gameplay.constants file and changing the First and Normal Warning times. I think this is all I need to do to slow the pirates down, I don't want to mess with anything else like their strength or fleet composition. <p
Hello everyone, I recently purchased Sins of a Solar Empire since I heard so many good things about it. I was not too sure about it, but since there was very minimal DRM, I felt compelled to support a company taking a stand against it - the polar opposite of Spore's DRM measures. Thankfully, I do not hate it lol. I've played a few times through, and was surprised about a lack of a campaign though. Anyway, I felt the planets were a bit lacking, kind of like with Galactic Civili