Hi shinkle1973 , Thanks for pointing it out (see also Reply #932 ). I was going to sort it out tonight so your timing is excellent! Thanks again.
soase-maelstrom
Yep its in my test mode. Just don't turn on the auto-fire or see Reply #958 above.
[quote who="enoeraew37" reply="956" id="2973919"]The population of the ring world shows up on the tooltip at 5000..I have a Hyperion world with 6500 pop that doesn't make anywhere near the income.The tooltip for ringwold only claims to increase the pop by 2000. [/quote] How close are they to your home world i.e what are their allegiances? [quote who="enoeraew37" reply="956" id="2973919"]I was hoping that there was an overall setting for number of asteroids so i didnt have
Thanks for your encouragement. Yes it is easy to adjust the extraction rates. Just find the planet entity files you want to change in the mod 'GameInfo' folder. The entity files are relatively logically named. The number of resource asteroids can be set (within a defined range) and the extraction rates, i.e on line 31 to 36 (typically) also you can adjust refinery rates. Just be careful what you type as typo's can easily cause mini-dumps i.e make a backup of the entity fil
Hi enoeraew37, [quote who="enoeraew37" reply="952" id="2973739"]I'm sure in balancing the mod that list already exists so i doubt it would be much work to publish it[/quote] Unfortunately not. You have a valid suggestion some would read a 'manual' some wouldn't. I might add one at a later more mature stage of development. [quote who="enoeraew37" reply="952" id="2973739"]I couldnt find the reason for the ring world's massive income[/quote] Thought I&
[quote who="CRZYnLAZY" reply="943" id="2973410"]Ok, I downloaded it from ModDB and it didn't have any errors. I think something may be wrong with the download on the site.[/quote] The download itself must be OK as the ModDB zip files all came from the Maelstrom site. The web hosting servers of SiteGround.com must be overloaded or 'crap' ... I'll look into it. Thanks for the feedback.
[quote who="CRZYnLAZY" reply="942" id="2973397"]This mod would be EPIC-ER if it could be compatible with Volumetric or BailKnight. Any way that could happen?[/quote] The new races ships have Bailknight's weapon's effects integrated for all R4 releases. In R5 the new races ships will have KrdaxDrkrun TotalEffects mod, for abilities and other effects, integrated.
Thanks Malanthor, I'll have a closer look for the R5 release.
Malanthor , The pirates start going crazy typically 3hrs+ into the game (in previous version of R4 i.e 1.011 & 1.21) the growth curve was just to steep and there was no 'negative' feedback to counter the growth. In the games you played I take it you wiped out the opposition and pirates quickly.
The download from the Sins forums is from the Maelstrom Website also. I have had one report, in the past, that they have had problems with downloads (not Maelstrom Expansion Diplomacy 1.31) from the Maelstrom site. I'll try downloading Expansion 1.31 tonight. There have been lots of downloads from ModDB without any reports of corruptions.
As Ryat points out the problem is with the 32 bit limitations of Sins and also the Hardcoded limits of Sins. For Maelstrom I have used all the 2000 sound files and going over that limit causes a minidump ... its one of the reasons I have not added other races. Planet mods can't be stacked they have to be integrated.
Hi CRZYnLAZY , Sounds like a bad download (or upload)!? Where did you download it from?
Hi SpardaSon21 , Thanks for letting me know, will look into it!
I subdued the pirates some what ... let me know what you think!?
Yes, I noticed that the Replicator scout was in my 'test mode' (aka god ship) when I was playing a game waiting for the new upload to finish (it takes me about 5 hours to upload!). I find it useful to have some of these scouts when I'm testing other things ... I loose a lot less planets and ships that way!
Hi Malanthor, I haven't had a silly suggestion from you yet ... it will have to wait for R6 which should wrap things up nicely.
Maelstrom Diplomacy updated to 1.31 patch. Hotfixes for 1.31 version 1. Pirate balance adjusted 2. Ability problems on some planets fixed, i.e shields on enemy craft don't go less than 0. 3. Shield mitigation on Replicator Capital ships reduced and also TradeAlliance support Capital 4. Visual bug with the TradeAlliance bomber
Beautiful ... thanks!!!
Can someone clarify if the following hardcoded limit increases Increased maximum number of meshes allowed (400->800). Increased maximum number of textures allowed (1000->2000) apply for Sins of a Solar Empire v1.19 ( and 1.91). From the post it seems to apply to both Sins of a Solar Empire v1.19 and Entrenchment v1.05, but I have had mini-dumps due to the number of meshes/texture for 1.191
[quote who="Bearussr" reply="921" id="2961090"]Sweet Thanks for your hard work.[/quote] The pleasure is all ours.
[quote who="Peter1x9" reply="919" id="2960067"]Btw, any plans on applying Bailknight's weapon graphics to the original three races? [/quote] ... I left the original races as is for variety.
Hi Peter1x9, [quote who="soase-maelstrom" reply="917" id="2960044"]'ve recently discovered that planets with a buffOverTimeActionType "RestoreShields" and a negative shieldRestoreRate cause very strange things to happen. The planet buffs that have this are BuffAuroraCosmicRaysTarget and BuffRockGiantDebrisTarget. I've seen ships end up with very high negative shield values (-20000 or more) that die in one hit (had massively negative shields and full hitpoints).[/quote]
[quote who="a110" reply="915" id="2959420"]i can't stand the replicator voices, especially the ones that are edited vasari sounds[/quote] The only 'edited' Vasari voices are for the Vasari Dreadnought.
[quote who="Malanthor" reply="913" id="2955577"]Let me know if you need me to run some tests on the issue or something.[/quote] Thanks, I'll let you know when I get to it ... busy with updating the fleet models.
Hi Strikestorm49, Just downloaded Diplomacy R4 1.21 (specifically the file called Maelstrom_Diplomacy_1.21_4.zip), from the link above. Was able to enable and run a huge random single game, which I stopped 30 minutes into game. My enabled checksum was 229340771, the name of the enabled mod was Maelstrom R4.