"Notice anything unusual about this skylark? He took down two of my dreadnoughts without breaking a sweat lol." Thanks, yes digdug83 has pointed it out to me also. Try the following ... in the file BuffEnergyWeaponBoost_Norlamins.entity (line 5), change stackingLimit from -1 to 1
soase-maelstrom
Hi Peter1x9, Thanks for the feedback. Will do some re-balancing on the next spin.
[quote who="blowitup" reply="850" id="2938223"]I honed it down to that one specifically because whenever I'd jump it'd start over again.[/quote] Thanks. [quote who="digdug83" reply="849" id="2937974"]Replicator strikecraft, or perhaps just bombers, are ludicrously overpowered. Each one does about 30 damage for a total of 90 per squadron. Norlamin bombers do only 6 per attack, although that's beam so maybe there's a duration multiplier I'm not seeing. I look
[quote who="Sinperium" reply="852" id="2938241"]When all is lost, your dreadnaught may save the day.[/quote] Or dreadnaught's ... [e digicons]:banhammer:[/e]
[quote who="Peter1x9" reply="851" id="2938231"]I like all the changes in R4. I saw your post on moddb about windows corrupting the mod. That stinks, but it still ran pretty good on my end.[/quote] Thanks for verifying. [quote who="Peter1x9" reply="851" id="2938231"] The only things I noticed are that it kept throwing lots of errors during loading (I have ShowErrors set to true in diplomacy.user) and the loading screen after the intros was blank. At first I thought things locke
[quote who="blowitup" reply="850" id="2938223"]I also noticed that pirate structures like propaganda[/quote] Its random ... propaganda, and research centers (combat, non-combat). [quote who="blowitup" reply="850" id="2938223"]some turrets move and even go through phase lanes. I was playing as the Norlamin and they have that ship ability to convert over to your empire and I think it was targeting them. Because they are so slow when I selected my fleet in the planets It looked a
[quote who="digdug83" reply="846" id="2937932"]I'm having a problem however with the Norlamin battleship's area weapon boost ability. It continuously boosts all ships in range forever, so that in just a matter of a minute any ship within range of the effect has a cooldown of 200+ percent! So far as I know it's identical to the same one used by the Advent and so I compared the two buffs and found some differences. Is this intentional or should I just change the Norlamin one to matc
[quote who="blowitup" reply="845" id="2937726"]Also the ringworld could sustain you the whole game itself. Does the ai know that these planet types are a priority and try to get them and attack them?[/quote] Maybe a bit over the top for the ringworld ... Unfortunately the AI is not aware of the unique nature of planets. [quote who="blowitup" reply="845" id="2937726"]P.S I played using 1.21 and it worked fine[/quote] Interesting, will be getting to 1.21 soon.
The pictures of the Planets and Stars on ModDB, dated from the 1st May are for R4 as detailed in the news release for R4. R3 was released in January 16th. I plan to release R4 this coming weekend.
"... keep up the great work", thanks and will do. Sorry for the delays, my apartment is being sold, so there are disruptions as people tramp their way through it ... At this stage I'm tweaking, optimizing and testing. Not long now. Just remember R4 Diplomacy will be for the 1.011 patch, R4 Diplomacy for the 1.2 patch should follow in a week or two.
Thanks for the hard work!
"That stinks about the AI and game engine limitations for dreadnoughts. The current system is definitely the best way then." Until Rebellion. "The reason I posted that code above: would the game engine allow you to give a planet 0 tactical slots with 0 upgrades? " Yes you can. "However, I do remember there being some race bonuses that would still add tactical slots to all planets." You can set which bonuses a planet has. I am aware of all
Hi digitaldeed, "I agree with the whole process: everyone spawns a dreadnaught and that maintains game balance. But with them eating up a capital ship slot that can unbalance the number of big boys that each person is playing with." Yes, but with a Dreadnought produced every 1/2 hour the AI gets a chance to build other caps as well. "Why not just eliminate the whole thing that Dreads count towards capital crews or fleet points and make them their own t
Hi Peter1x9, When it comes to the Dreadnoughts there are a number of complex issues as SINs was not designed to handle them. So there is method to this madness. Things to note: 1. The AI does not build that many Caps 2. There is no way to differentiate a Dreadnought from any other Cap 3. A Dreadnought has to be either a Battle, Support, Carrier, Colony or Siege Cap i.e there will be 2 caps defined as the same type. Conclusion: the chance
Hi digitaldeed, I've been have some problems with SINs quirks on textures and particle effects but I am now doing final testing (on the 6 mods i.e Maelstrom O,E,D and Expansion O,E,D) Here is what you will get with R4 .... ----------------------------------------------------------- Graphics and Particle Effects - Orbital Cannons muzzle and charge effects unique for new races - Replicators 'Planet Production' ability for Cybernetics factory
Hi Peter1x9, Thanks for the feedback. You make some valid points and have some good suggestions. My comments are as follows, 1. "I just read that making the Binary planet gravity well unbuildable was intentional but I saw the AI building there just fine." Actually what I said or meant to say was that you can not manually place structures, i.e select their specific location, however you can automatically build structures by using 'autoplace'. <
Hi Guys, Addressing your questions - 1. "Can you up the population max for Metropolis planets?" Consider it done. Though in R4 (which I'm doing final testing there will be a number of new planets) the planets balance will be shifted again. 2. "Not sure if you are willing to do this, but an expanded tech tree would be great". Haven't played the mod but assume that it includes expanding the research tree of the original races too. Two points ... I don't what
In terms of the graphics I have integrated TSOP so that would force consistency (with 1.191) of the Menu, and other GUI elements, overriding 1.2 graphics.
The only thing I can add is that I tried to enable Maelstrom R3 1.191 in Diplomacy 1,011 and it did not finish loading, it just stalled half way through loading, but interesting it did not crash. As you know Sins will crash on the slightest of code bugs.
"But I thought we were supposed to blame Ryat?" That goes without saying!
Hi Sinperium , Good question ... sorry for the delay, you can blame Danman and 7DS as I have been have a couple of games! On the tail end of the third stage of development i.e planets and stars and their abilities and bonuses are taking a bit of time. Planet/Star abilities require a lot of testing and tweaking to get right. Should be finished these today a
Changelog for 1.2 https://forums.sinsofasolarempire.com/406435 Some good and worthwhile work.
I think your right ... I haven't checked.
Hi Bearussr Long time no hear! No, it is not compatible with with Diplomacy 1.012. I am finishing of Release 4 of the mod. Then I'll update to 1.012.
Hi Grave110, "any plans to add neutron star i think that it would be really cool" I'm sorry but ... I have already finished a Neutron star, and Pulsar, Magnetar, Volatile stars. I have also reworked the Black hole (which is sucking in a second star) and a white dwarf star. The particle effects took some wor