[quote who="GoaFan77" reply="1109" id="3874620"] Are you sure you're using an updated copy of the minimods? You need to delete the old minimods when a new update comes out. Some of these issues have been reported by people who downloaded a new version of E4X but didn't get the newest minimods. [/quote] Everything in my mods-folder (Rebellion v. 1.85) is timestamped 27-07-2022. I've downloaded this one: <a href="https://www.moddb.com/mods/enhanced-4x-mod/do
BFroberg
Okay so I decided to run through SOASE again.. wanted a bit more challenge so I added some of the stand-alone mini-mods. Starbase abilities vanished. I worked with it, didn't really need the vasari colonize or the phase gate, so whatever. Wanted to do an advent run, no mass-desorientation. Okay, I thought.. I am running without the base-mod, so maybe that's why it's causing me problems. Added the E4X mod, used the online configurator and selected
Great, thanks :)
Still with the crickets..
I can't get Vasari warfare/econ, Advent Harmony, pirate exterminator - thus far. Going to try the TEC's now. I think it's because some research items were moved to different trees with the Rebellion release, maybe?
Plain 'ole game.. It seems extremely intermittent.
Hell, I'm crashing randomly even 25 minutes in game now..
C'mon Yarlen, you didn't need that time anyway! :D
[quote who="BellGoRiiing" reply="11" id="3192265"]Might as well give them a titan while you're at it. [/quote] Not really the same thing. Using the pirates can be an effective strategy in multi-star systems.
General inability I think.. Otherwise you just give the human player an advantage.
I get minidumps all the time as well.. not even worth playing it like this :/
[quote who="strayth" reply="3" id="3172832"]How about a starbase solution? Give the pirates an 8-point starbase with an auxiliary government compartment? That way you could still bomb them to pieces, but you'd have to invade them if you wanted them to perish.[/quote] A late game pirate starbase would be.. well.. christ. :D I'm good with that idea, so long as it doesn't move about.
That'd just give the human player an advantage. Maybe tie the ability in with their ships. Once their ships in the gravity well are destroyed, the planet can be bombed.
I think it may be a good idea, to upgrade the pirate bases so that they cannot be lost due to bombardment of superweapons, i.e. the nova's. As it stands, in a game with mostly TEC, the pirates die out almost immediately - I'm sure they're supposed to be a factor in the game, not killable just by remote. If you want to end the reign of the pirates, you must attack them directly I say!
[quote who="Tridus" reply="2" id="3166644"]If you're playing as Advent you can build a Starbase in the other stars and put Evangelization Nodes on them, letting your culture spread from the Starbase. That's one way to help get a foothold culture wise in another star system. Plus as a bonus if you put a trade node there you can spread your trade route between stars for an income boost. (And if you're playing the AI, build a ton of strikecraft and laugh as the AI has no idea whatsoe
I'm knocking over titans left, right and center - it was just the one I couldn't figure what it was doing. When it's backed by an entire fleet it's also a bit difficult to get it alone. ;)
[quote who="Sinperium" reply="12" id="3169584"] Quoting BFroberg, reply 9 Also; The Vasari Titan "The Maw" ability is hysterical! yeah...but they have missed a great opportunity there. That ship should really make a "burp" sound when it finishes.[/quote] Haha, that would be awesome! Maybe it could have space ponies for dessert.
No.. I had a full fleet, maxed supply.. against this single enemy. It just kept on going and my caps were dying all over the place.. radiances included.. Appreciate the tips all! I accidentally wrote over my save game after starting a new game, so I can't test them out in practice.. but I'll give 'em a whirl next time! Also; The Vasari Titan "The Maw" ability is hysterical!
Ah, makes sense.. I was playing around with the Advent first.. Getting my ass kicked by that single ship. So what, outmanoeuvre it and keep hitting it with bombers, keeping it away from my fleet until such time as they can take it out?
I'm playing against four AI's, one is a Vasari Rebel. Their Titan ship cannot be destroyed. I've focus-fired 90-100 bombers, as many fighters and the entire fleet on it.. I can take the shields down fine, but the hull isn't breachable in any way. It has this ability, it seems, that restores thousands of shields and hull every second.. it's just not possible to leverage enough damage at it to take it down. I saw a Vasari Loyalist AI lose an entire upgraded f
I've always thought that one of the primary reasons for late game lagg was all the trade and refinery ships milling about. The amount of ships that jump around all over the place in late-game is immense.. and as players we do like to keep expanding for higher income levels.. Ship amounts are capped, but as the number of ships in the game goes down (by elimination) the lagg worsens.. i.e. refinery and trade could be the culprit.
A dumb thing to do? I changed settings, restarted, issues persisted. I changed settings back, restarted, issues persisted. I tweaked the .exe, problems disappeared and the game is only using 1.7GB of memory at any given time, almost 1.8. Regardless, I just want to play the game - it's not like what I did is irreversible or anything, but maybe others had experienced a similar issue so I figured I'd report it. Steam has nev
70% of the available memory is there for Sins.. that should be enough for any game. ;)
[quote who="-Ue_Carbon" reply="10" id="3167449"]What are system specs? The LAA wont do you any good really, I let Stant handle the why if it comes to it. [/quote] Core i7 @ 4.4 Ghz. 16GB of memory SSD Tweaking graphical settings had no effect what-so-ever. It started happening as soon as the map was loaded. Clearly the LAA did something , as the game has been stable since. The problem even p
Well, I've managed to go for hours without the game crashing on me. I had to Large Adress Aware the .exe to make it playable. I can't believe that a simple 5 player map, with 6 solar systems is enough to bog down the game so much, that it starts crashing immediately after beginning the game - even without any players having gotten any decent amount of ships yet. I really hadn't considered that option. Seems there's still a long way to go for Sins to be tr