luschetk

luschetk

Joined Member # 3456669
1 Posts 47 Replies 652 Reputation

If you ask me, Zombie has stopped working on it. It is still a great mod. Maybe you should look after another game. Can really recommend Endless Space 2. Descent Ai and many different races to play. I really hope that someday Sins III will apear with new great mods. But ... well you know ... Hope dies last :-)! Take care, Lusche

3,050 Replies 8,578,299 Views

Hi Z, First of all thank you for your great mod again. After a while, I wanted to play Sins again and I installed your latest mod. Unfortunatly there is a bug when I play Rogue. Rogue does not get the intended malus on planets; instead this fraction gets a bonus for the population. It would be great if you could fix it. Many thanks again. Take care, Lusche

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Hi Z.! First of all, a good and healthy new year 2016! I found a litte bug in "RESEARCHSUBJECT_CYLON_RAIDER_RELATIONS". You need to research this ""RESEARCHSUBJECT_CYLON_EXPERT_BRIBERY". But Cylon-Loyalist does not have this Researchsubject; only Rebel has. Thanks again for your great mod! Take care, Lusche

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[quote who="ZombiesRus5" reply="2470" id="3530310"] Hmm, found a bad bug with the AI that most likely explains why the AI sometimes "stalls" out. If the Titan gets put into the AI's build queue but it can't build the titan command/fleet supply, cost, etc... The AI literally suspends new activity beyond it's current fleet. The AI stalling out has been around for a while with Rebellion... I will think on this a bit and maybe give some allowances to the AI to keep it

3,050 Replies 8,578,299 Views

Hi Zombie, I experimented a little with your mod focusing on improving the AI. I would like to tell you my experience in the hope that you can make use of some of my findings (I know that there is a very high possibility that you know all of the following things but you know ... hope dies last). First of all, I am not a native speaker and therefore I had to use my rusty school-English to explain my experiences. Please take that into account ;-)! I think there might be

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Hi Zombi, A friend and I played the new version today (until now --1:40 a.m) without any problems. I played Rough and my mate Cylon. The new FTL-effects are very nice :-)! Now, I have to go to bed ;-)! Ty again for your awesome and addictive mod. Take care, Lusche

3,050 Replies 8,578,299 Views

Hi Cylon_Luvr! Ty for your answer! Yes, that is plausible. I really like the Loyalist and their good old Basestar "Hades" he he :-)!. Ok, then I will make sure that the good old Cylon empire will be re-established.

3,050 Replies 8,578,299 Views

Hi Zombie, I noticed two further little issues (maybe): 1.) Cylon Loyalist Cylon Rebel can research "Are you Alive", "Procreation" and "Nanorobotic" to increase its population; but the Loyalist can't. 2.) Starbase-Upgrade-Hangar for Cylon With the last Hangar-Upgrade you get 40 fighters or bombers. Was that intended? By the way the new models of Nep are awesome! And I really began to laugh when I saw the Yamamoto as Titan. The Yamamoto for th

3,050 Replies 8,578,299 Views

Enjoy it while it's there [e digicons];)[/e] It's a bug that resulted from some refactoring I had done. It will be fixed in the next version. [/quote] Ty, that is what I will definitely do :-)! [e digicons]:beer:[/e]

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Ty for your reply. I hope, you can solve the problem ;-)! Take care, Lusche Adding: At the beginning (not quick-start) I have 228 and after the first population upgrade I can reach 500 citizens (after a short time)! Quick-Start 476 at once!

3,050 Replies 8,578,299 Views

Hi Zombies, first of all thank you for the great mod. I have been playing it (R5) with my mate for more than 500 hours (ok my wife has another point of view :-)). Today, I installed your latest patch for Rebellion, because we want to switch to your latest mod. I started a game as Pirate and the home-planet can reach a population of over 500 hundred inhabitants. Was that really intended or went something wrong? Ty for your answer in advance! Take care, Lusche <

3,050 Replies 8,578,299 Views

Hi everyone, I only want you to give a tip how you can avoid minidumps; in particular if you are used to play mods. For example, I really enjoy playing ZombiesRus5 mod "Sins of the Fallen". I can enable all nine races without getting a minidump. ######example TXT Version 0 enabledModNameCount 16 enabledModName "SotF(1) Planets(0..1) SinsPlus Reb" enabledModName "SotF(2) Addon(0..m) Artifacts Reb" enabledModName "SotF(2) Addon(0..m) Disable Sup

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You can force the ai to bild more support-ships: ######## typeCount 2 -->frigateRoleType "Heavy" frigateRoleType "Support" ######## I also added an AI-Supportship with more hull and shield. It works good so far. I also give the AI some advantages through an AI-ResearchSubject: ######## onlyWorksIfTierLabsExist TRUE MaxNumResearchLevels 1 priority 0.000000 researchBoolModifiers 0 researchFloatModifiers 4<b

134 Replies 118,015 Views

Yep, I will do :-). Zombie, I have tried to improve R5 (only to see how modding works --> It was fun :-))! Your instructions were very usefull ;-)! I could improve R5 well but I finished the work now. The Ai is a good opponent on unfair now. I could force the Ai to build more support units, I decrease the capital ship slots and many more. Maybe you could use some things of my ideas for R6.4. Thus you can download my changes here:<br

1,320 Replies 4,035,662 Views

[quote who="ZombiesRus5" reply="966" id="3109234"]The AI doesn't seem to follow the 2nd research pre-requisite when determining a ship or structure can be unlocked. The role type of your research access ship also has an effect on how much the AI wants to unlock the pre-reqs.[/quote] Thank you for your information. I am looking forward to R6.3. I hope you can solve the problem, that rouge does not resarch non-combat [e digicons]:grin:[/e] . <p

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Hi Zobies, I tried everything to force Rogue to resarch non-combat things. For example: ############# AI-SHIP01-ROG ....Prerequisites NumResearchPrerequisites 1 ResearchPrerequisite Subject "RESEARCHSUBJECT_RESEARCHACCESS_ROG1" Level 1 RESEARCHSUBJECT_RESEARCHACCESS_ROG1 ....

1,320 Replies 4,035,662 Views

Sounds really good :-)! But I also would prio ECO, because the Ai needs enough resources to compete. For example Rogue: CREDITSFROMTRADE0 CREDITSFROMPURCHASES0 COSTDECREASERESOURCES0 SALVAGEEFFICIENCY !! Without that researches Roque would have a huge disadvantage. In my opinion non-combat researches are very important, too. Btw -- R5 Hypercorp<

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[quote who="ZombiesRus5" reply="949" id="3093179"]I do plan to resolve this when R6 is release for what I consider "key" techs in the Rogue research tree. There is a way to sufficiently nudge the AI to research certain techs and I'll be extending that to all of my custom factions.[/quote] Sounds good! I have observed Vas. and Colonial ---> they did a good job. They research no-combat. What a pity that there is no way to mod the AI in a good way.

1,320 Replies 4,035,662 Views

The problem is that Rogue does not research "no-combat". All other races do! That is what I do not understand. I tried to force the ai to research "no-combat": ########### FrigateRoguePirateHeavy.entity ..... Prerequisites NumResearchPrerequisites 4 ResearchPrerequisite Subject "RESEARCHSUBJECT_ROGUE_FRIGATEACCESS_PIRATEHEAVY" Level 1<br /

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Feedback R5 I have noticed that Rogue do not research appropriately. After a game (2,5 hours) Rogue (Eco) did only 8 researches (AI --> unfair). All other races researched in a good way. I loaded other saves where Rogue was selected ---> the same result.

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[quote who="harpo99999" reply="940" id="3088050"]luschetk, you should NOT use the foregetools reference files as they were for entrenchment 1.0 NOT entrenchment1.053/diplomacy1.34, if you want the latest reference files I post them in my reference files thread (https://forums.sinsofasolarempire.com/378266). harpo [/quote] Thank you very much for your fast reply. It works! [e digicons]:D[/e]

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Question Modding R5 I tried some balancing on R5 for myself ;-). My intention was to reduce hull for SB and make them more expensive (to give the Ai a better chance). I edited all "StarBaseUpgrade***Toughness.entity" and it works (I downloaded ForgeTools 3 and took the reference-files for Advent, Vasari and Tec). I also wanted to increase the cost for repair and defense ( for example Gaussdefense shall cost 350 and waste 2 Tac-Slots).

1,320 Replies 4,035,662 Views