You've done it now ZombiesRus5 , you've got me thinking about Dreadnoughts and a Titan per race!
soase-maelstrom
[quote who="ZombiesRus5" reply="1090" id="3042666"]The ship and factory are linked even after it leaves the gravity well. Wherever the dreadnought dies the factory is able to once again produce ships.[/quote] That's excellent!
[quote who="ZombiesRus5" reply="1088" id="3042600"]The former "good for Maelstrom" is for you to decide. I can state my personal preference if you want.[/quote] I think a very good idea and congrats for cracking the problem. [quote who="ZombiesRus5" reply="1088" id="3042600"]In this case the Dreadnought is linked to the factory which also disables the ability and construction (for some flavor text) until the dreadnought dies or is scuttled.[/quote] Is the ability limit
[quote who="ZombiesRus5" reply="1086" id="3042545"]This was something I was thinking about doing with the Flagships or a pre-Rebellion Titan but just never got around to it.[/quote] Not sure if your hinting that it would be good for Maelstrom or you've found a way forward on this concept?
Hi Quiet_Man , - " found the smaller ships working much better" what changes are you suggesting? - "I tried some stuff from the AI improvement discussion" I noticed the discussion. - 'A very good trick I found was adding Capital ships without support points requirements for the AI to build!', can you elaborate?
Hi Peter1x9 , Thanks for the feedback. - With regards the balance I have yet to re-balance new races abilities and research ... in R7 - Dangerous asteroids, I slowed them down, reduced their damage and increased collisions amongst themselves - Ship Mass reduction research reversed, I used RESEARCHSUBJECT_SPEEDBOOSTARMOR.entity as a template. If
Release 6 is available ... see above
Thanks for pointing it out
Hi wilebill, I intend to create a video or three for the mod, just been busy modding
[quote who="doctermushroom" reply="1075" id="3033705"] I finally have your mod working and its awesome! [/quote] Glad to hear it ... have fun!
[quote who="doctermushroom" reply="1073" id="3033673"]I dont think RAM is the problem,[/quote] unfortunately with Sins RAM is always a problem with large mods. As a 32bit program Sins can only access 2GB (or less, 2GB is shared with other 32bit applications running) going over that limit will cause a minidump. The best way of managing the problem is reducing the texture resolution via the graphics effect settings. ... so if the problem persists try lowering the effects setting.
Hi doctermushroom , I can only think of three things that would be causing a mini-dump. 1. Going over 2GB of RAM (that is if you have 2GB+ of RAM. How much RAM have you got in your system?). Try lowering the effects setting further. Make sure you have minimal background processes which would be using RAM. 2. You have mixed up O, E or D versions of Maels
[quote who="doctermushroom" reply="1069" id="3032811"] Also i have Trinity and i think thats updated to diplomacy 1.34, could that be the problem?[/quote] No, you should only be missing a main button or two. If you have Sins Diplomacy updated to 1.32 then Maelstrom (Standard or Expansion) R5 should work OK.
[quote who="Stant123" reply="1067" id="3026477"]Your mod is getting better every time you update it exp. more balance, keep up the good work![/quote] Thanks
[quote who="Quiet_Man" reply="1062" id="3020445"]It was in D[/quote] In O (R5) I've reworked/simplified the pirates so they easier to manage. So will look at this in R6 as I translate the changes into E & D. [quote who="Quiet_Man" reply="1062" id="3020445"]Yes, but the AI can not handle it. It will build several Dread and when they level up the AI will run out of resources. So better apply the resource drain from start, it prevents more Dreads from spawning until the A
[quote who="Lavo_2" reply="1059" id="3020319"] I have to say that adding an income penalty for every level up, that is, with each new ability, seems to be a bit much and essentially is penalizing people for having better ships, the suoer-dread upgrade notwithstanding.[/quote] As you know its about balancing a monster ship that the AI does know how to handle. The AI needs some additional negative feedback mechanism to counter-balance a cap/s that can take on a whole fleet. Havi
Hi ZombiesRus5, [quote who="ZombiesRus5" reply="1057" id="3019909"]Have any advice or examples for particle effects?[/quote] If you value your sanity stay away from particle effects ... just joking. [quote who="ZombiesRus5" reply="1057" id="3019909"] based on some of the comments in the forum.[/quote] Not sure what is trying to be achieved. [quote who="ZombiesRus5" reply="1057" id="3019909"]I was thinking about making the core a particle effect[/quote]<
Hi Quiet_Man, [quote who="Quiet_Man" reply="1056" id="3019736"]I recognized a pirate system with ridiculous number of stations and ships. When watching closely what was going on, it seamed new ships and stations where spawned each time the system was hit by the Vasari Cannon, until my PC could not handle it anymore.[/quote] Interesting, the spawn time should be 15mins. Was it O, E or D? [quote who="Quiet_Man" reply="1056" id="3019736"]The resource solution scales bette
[quote who="Quiet_Man" reply="1054" id="3019355"]What I want to overcome is that the number of Dreads is limited for the AI. With the AI being careless about them, they lose them after short time. So when the player waits a little, he will be the only one with (multiple) Dreads and only two of them will level most fleets on their own. This neutralises the higher AI levels, as a major bonus for high level AI is the resource boost. But they just build more ships without a chance.[/quote] These
ZombiesRus5, [quote who="ZombiesRus5" reply="1051" id="3018677"]In either case here's an updated version for you that handles .tga or .dds explicitly stated in the brush files. http://dl.dropbox.com/u/5790092/Temp/soseplugin_v.1.0.1.zip[/quote] Thanks! [quote who="ZombiesRus5" reply="1051" id="3018677"]Personally I did not agree with converting UI elements from tga to dds mainly due to the loss of quality in the image.[/quote] Can see were your c
Hi ZombiesRus5, Thanks for running the mod through your 'Entity Editor and Validation Tool' and posting the results. It appears that as usual the Sins debugging tools could be more useful! I tried your tools several months ago with limited success, however, I have downloaded your recent updates. Thanks again, much appreciated. PS: not quite sure why you stated "Basically I didn't like dds or tga explicitly stated in the brushes files.". I thought i
Hi Quiet_Man, Got some time now to address some of your comments ... Maelstrom R4 Original mini-dump bug Found the problem with "random crashes" in R4 Original. It a combination of the total number of meshes, also Sins original handles the pirates differently to E & D, so I had to re-work the pirates. Weapons and Explosions Effects "I know that you do not want to mod much the original stuff, but the difference i
[quote who="ZombiesRus5" reply="1044" id="3016290"]Blasphemy[/quote] It's that something one of the Nephilim would say! [quote who="ZombiesRus5" reply="1044" id="3016290"]Key is to understand the race and know what you need to shutdown.[/quote] Agreed. I also like to let the game play itself for long periods to see the how the AI players interact.
Hi Lavo_2, Glad you enjoyed the mod ... felt the same way when playing ZombiesRus5's mod. Yes, one of the Skylark of Valeron abilities (for Entrenchment only) continues to stack. Unfortunately my development environment has been topsy-turvy over the last couple of months having the place which I rent placed on the market and then sold, followed by having to look for a new place and then moving into it ... fun, fun, fun! Renting sucks!
Jimi1987, Checked for Diplomacy, Entrenchment and Original Sins and had no problems - tested till the first planet which would normally have the dangerous asteroids was discovered. Just to check we are changing the same things in the GalaxyScenarioDef.galaxyScenarioDef file Normally group condition &nb