[quote who="Ryat" reply="6928" id="3081599"]Nope. Its a core game bug.[/quote] Thanks for letting me know.
soase-maelstrom
Thanks for letting me know
Download Maelstrom Original v1.193 R7, from ModDB, and tested with no problems. So far, on ModDB, no comments on problem similar to yours. [quote who="BlueZangetsu" reply="1146" id="3081566"] I can play the titan version (downloaded it also) by myself at medium to high graphics and nothing bad happens [/quote] The graphics are not the issue, just follow the recommended graphics settings.
[quote who="boshimi336" reply="1144" id="3081119"]We had a blast.[/quote] A blast once in a while is a good thing. [quote who="boshimi336" reply="1144" id="3081119"]Keep up the good work![/quote] Will do.
[quote who="BlueZangetsu" reply="1142" id="3081107"]Yeah, if it helps we were doing everything on low settings for visual stuff[/quote] I improved the memory foot prints on all Maelstrom versions. E & D run on graphics on effects set all to highest and O run on everything on highest but 'bump'. [quote who="BlueZangetsu" reply="1142" id="3081107"]We use to be able to run the mod with super dreadnoughts at max settings for everything and we would only have a mini dump if we
Hi guys, have you cracked the problem with ships flying off into infinity when the fighter movement is enabled for frigates and/or capitals?
Have you got Sins Original patched to v1.193?
For those that are interested, R7 is available for downloading ... see links above.
Thanks, R7 should be out this weekend. Also note that for R6 the abilities for the Magnetar and Quasar Stars are broken and will cause a mini-dump in maps that use them. This has been fixed for R7.
Yes the dreaded order of magnitude error (75 is much better). It has been fixed for R7 which should be out this coming weekend.
Early to mid game they are tough ... after that you can ignore them, that is, setting up appropriate planets with planetary defenses
ZombiesRus5 just answered the same question a few posts ago ... R6 is patched to the latest versions of Sins (O,E,D)
"What do the dreadnaughts do ?" It's clobbering time! "IS there any way to remove the meteors while still keeping expenaded version ?" A Titan flagship!
[quote who="Lavo_2" reply="1117" id="3044359"]Not sure what you mean. It only works after a ship is built, not before, i.e. it has no influence on capital ship production rates or costs, to my understanding.[/quote] Quiet_Man is trying to stimulate the AI to build more capital ship, hence his statement ... [quote who="Quiet_Man" reply="1105" id="3043661"]The AI researches Capital ship crew just as fleet support or any other tech. But if you compare "Used fleet support" with "N
[quote who="Quiet_Man" reply="4" id="3044169"]if you record a game and watch the AI you can acutally see the difference ...[/quote] you really use this technique well to get some great insight into game and player dynamics!
[quote who="ChaosMaster130" reply="1113" id="3044058"]I just deleted the mod then reinstalled it and it stopping mini-dumping. Bad install it seems.[/quote] Thanks for letting me know. [quote who="ChaosMaster130" reply="1113" id="3044058"]I found that the replicator equalizer cruiser Makes a REALLY Annoying noise constantly after you research the killer nanites ability for it.[/quote] I love the sound ... just joking.
[quote who="Quiet_Man" reply="1114" id="3044171"]I really don't want to sound arrogant, but to my best knowledge of sins, this give the capital ships a bonus until they reach level 1. So it does practical nothing ???[/quote] Sounds definite due to experience ... not arrogant. [quote who="soase-maelstrom" reply="1111" id="3043973"]This seems to contradict Lavo_2 insights, unless the "constant" experience gain affects capitalship build cues.[/quote] Just repeating th
[quote who="Lavo_2" reply="1106" id="3043721"]I've given the AI a "constant" experience gain so that AI capital ships leave the factories at level 3. Due to this change alone, the AI has been maxing capital ships, and this is without changing cost or supply requirements.[/quote] Doesn't make sense, but if it works ... it works! nice. [quote who="Lavo_2" reply="1106" id="3043721"]It's not uncommon, late game, to find fleets with 2-4 supercapitals (SoGE's titans
[quote who="ZombiesRus5" reply="1107" id="3043740"]I'll be out for the most part for the holidays[/quote] Enjoy ... [quote who="ZombiesRus5" reply="1107" id="3043740"]wanted to drop this off for you or anyone else to look at[/quote] Thanks!
[quote who="Quiet_Man" reply="1103" id="3043554"]it will also build capitals as much as it has capital crew or resources.[/quote] ... but does the AI research increases in capital crew (to make it interesting), how many AI caps have you seen in play? How have you found the game dynamics with more capitals in play?
[quote who="Sinperium" reply="5" id="3043485"]That's it! I will steal the sun...and thus is born, the Alan Parsons Project![/quote] Don't get burnt!
All the best on your mod, look forward to playing it! If there is anything in Maelstrom you could use your welcome to it.
[quote who="ZombiesRus5" reply="1098" id="3043222"]It figures Stant would be the one to figure out my dastardly plan...[/quote] Just one thing to say ... dastardly
[quote who="Quiet_Man" reply="1097" id="3042954"]it would mean scaling down all ships to be smaller. I would say about half of their current size.[/quote] Now that's a lot of work ... over a hundred models [quote who="Quiet_Man" reply="1097" id="3042954"]I created copies of capital ships. For the new ones I set the fleet support requirements to 0 and added a dependency to an Research item the AI only can do (for the moment I simply put "pos [ 8 , 0 ]" in). So only the AI c
He certainly a useful guy to have around ... even if he distracts us with creative stuff!