hmmm. when I'm going over 10 planets I took over the last hour or so, and maxing out all civilian structures (refineries, trade ports, extractors) I like to be able to just click on the planet from galaxy view, click the civilian structures button and max out the above mentioned structures... All without zooming in and placing one at a time! :) Does it really make much difference where those structures are placed? Of course when I'm building defense platforms/ phase inhibito
calienon
Did you accidentally turn on the "automatically place structures" option? there's a button right next to the build buttons (either right below or above "Ping"). If it's on, the counter will go up (because one is going to be built), but you won't get a "place structure cursor" because the game has already decided where to place it : )
[quote who="52500" reply="3" id="2438573"]TRADEMARKED! Now I have to find a new "farily close in time to now, but in the future" phrase. I can't afford to pay royalties [/quote] would "imminently" work?
Just some feedback, in case you were wanting to put time towards the string editor.... The current 2 step mod update process is a breeze, you wouldn't need to do #3 for me (though obviously it will be slightly more efficient, It will only really speed the whole process up another 20 seconds or so for me). What about the rest of you that have used the 2 step process so far? (mod updater then manifest maker)
This idea sounds great! What would be the easiest way to implement it though? just make 3 copies of each race and modify their research subjects based on what "path" they are? IE PSI-agressor race would have the fleet tree twice as effective, PSI-economist would have the Non-Combat tree beefed up etc...?
All :) just use harpos awesome mod updater! :)
Awesome! This is much appreciated Harpo :)
I agree with the others so far, option 1 will still be WAAAY faster for me than me trying to go through and manually update all my files while waiting for option 3 :) (you'd probably be done with that before I'd be done updating lol)
Just want to say, that this tool made coming back to sins after several months absence bearable... Without it, all my custom mods would have been useless until I'd updated by hand (which always took forever in the past). Can't wait for the 1.04 version! Thanks for this tool! :)
Wow talk about an on-time patch release! :) Going to try it out now! (Hopefully the mod updater is updated lol)
Hopefully it's adjusted in Diplomacy :) I changed all the mission behaviors a long time ago so they make more sense now, main thing I have against locked teams, is that there's no guarantee that each AI pair will be next to each other (to help each other out). Whereas if I could just make them ally with 1 or 2 other AIs, they'd ally with the first 1 or 2 they bump into (usually close neighbors), and then would gang up on mutual enemies... who would alsy have 1 or 2 allies at that p
Hey everyone, I've recently begun playing Sins again (in anticipation of Diplomacy and this upcoming patch...which hopefully fixes the drastic late late game slowdown). Since playing again, I've rediscovered an old irritation of mine.... the enemy AI makes alliances (cease fire usually) with pretty much every AI in their area! :( This makes things kind of boring as they then stop getting new planets (cease fire with all their neighbors makes them not capture more than rough
the starbase phase gate .entity files don't turn stars into stabilizer nodes by default... you need to mod it in. I wrote up instructions on how to do that once, if you're interested.
I'm definitely a kid at heart! :) I'll take your advice and wait until tonight to try it out, thanks for the heads up. I've always wanted bigger planets and stuff (to make it feel more "space" sized :)).
Great! I'll definitely try out the huge planets. I actually just downloaded your current one from another thread of yours about 30 mins ago, but haven't loaded it up yet. I'll need to make a non-entrenchment shortcut after all :)
[quote who="Hack78" reply="2" id="2152236"]What mod are you running and what version was it built for? [/quote] and additionally @ OP, what version of sins are you running? Most mods out there only work properly with the sins version they were made for (unless someone updates it for a later patch... which will then usually be mentioned in the thread for that mod)... So if you're still using sins 1.05, you can't use joe schmoes Uber-mod for version 1.16 (or vice-vers
when you say "got a mini dump" is this when you try to load the game, or the mod? 1.) I'm not sure what version forge tools 3 data was for... are you sure it was for 1.05 and not a later/earlier patch? 2.) Are you putting the reference files in a subfolder of the mod folder?
Congrats! :) Once you start playing modded sins, it's tough to make yourself go vanilla again! :)
Hey Teal! I don't know if this will be what you're looking for (I don't have jumbo planets to expirement with :( ), but there are 2 places of note that I would try if I were doing this: 1.) In Gameplay.constants, the 2nd through 7th entries all seem to deal with zooming in one way or another they are: zoomDistanceLevel0ScalarForPlanets 1.5 (probably multiplies the below values to customize zooming for planets) zoomDistanceLevel0ScalarForN
Well I didn't read all the previous posts, but here are 2 things I would love to have in the game (sorry if they're already mentioned) 1.) Specification of each player's start locations (think Stronghold) (you have an overhead view of the map with each potential starting spot, and drag each player into the one you want them in... then hit begin) 2.) The ability to set conditions on our alliance (such as STAY OUT OF MY AREA! :)) Those are t
I've never found a way to jump to different time periods in the recording directly. The only way I've found to make specific recorded sections is to: 1.) save (and save a recording too) 2.) quit 3.) reload that last save 4.) make a new recording (it will be recording from where your save picked back up) 5.) save the recording 6.) quit. That newer recording is from when you loaded to when you quit again. Ho
Has anyone found a perfect fix for this yet? I did manage to increase my own performance in large late-game maps drastically by doing two things (not sure if just 1 was necessary, or if it takes both) Taking what someone said about it seeming as if our computers were over-using the HDD for swapping or whatever, I loaded up a laggy saved-game in windowed mode and watched the "disk" portion of MS Vista's Resource Monitor. What I noticed was that there was a HUGE cache
[quote who="Piznit" reply="7" id="2124197"]What was the really old school 1st person shooter game that was Star Wars? You were not a Jedi. Was it Front Lines? Battle Lines? I spent many an hour playing that game. It was out around the same time as Doom and Duke Nukem. [/quote] Are you talking about the star wars Jedi Knight games where you're Kyle Katarn (he starts out not a jedi, but becomes one later in the game)? I also real
I did try removing the planetary effect, and my phase disable ability still works on all ships. If you want, post the changes you made if possible and I'll try those out.
Actually, the only things I changed in that text were the two things I'd mentioned previously. Everything else is original sins ent 1.02 Have you already pulled the planet effect stuff? If so, maybe that's causing the problem. I'll play with it some more later to see if removing the planetary effects is ruining the whole thing or something. I've edited my previous post to make clear what I actually changed