adamdresch

adamdresch

Joined Member # 3711343
13 Posts 64 Replies 359 Reputation

[quote who="JTAYLORPCS" reply="848" id="2362645"]can you please be more specific?[/quote] I was playing against a single Klingon AI (Unfair level) and noticed after I'd settled on the first few planets, the pirates which were guarding each unoccupied planet, were no longer attacking my ships Indeed, the same happened at the pirates base, I'd warp in with a fleet and the pirates ignored my ships, as did the defence guns I warped to another star and found the enemy AI, t

1,969 Replies 4,014,730 Views

I'm noticing an odd problem I've been playing for some 2 hours now and have just encountered the klingons But for some reason they weren't attacking my ships, I could attack them, but they didnt' fire back The pirates are also doing the same, I'm currently bombing their base and destroying their ships and they're just sitting there I scouted a klingon world, which had a starbase and a couple of frigates and was able to attack them with a consituition class ship

1,969 Replies 4,014,730 Views

Loving this mod, it's great, but I agree that some ships are just far to powerful The fighter attack mode of all the ships makes it more annoying than anything, as they seem to spend most of their time flying around in circles and not actually attacking Not to mention bumping into structures and other ships in the process lol (Good thing there's no damage done when ramming ships/structures eh? heh)

1,969 Replies 4,014,730 Views

Darn, I was going to make a post to say I had a corrupt file warning on one of the files But I couldn't remember my login I believe it was the Curry class file, but I can't remember the specific file name. Ah yea, found it Textures\Curry-cl.dds - Teh file is corrupt.

1,969 Replies 4,014,730 Views

Just a pet peeve really If this game is really 3D, why aren't ships able to fly above a planet? or a structure? I notice the fabricators/constructors are able to fly above a planet when they go about their business, but normal ships aren't able to It'd be nice if that could be changed somehow.

13 Replies 24,489 Views

Hmm nice, thanks for the insight It'd make sense if it was an energy source, as it seems to be part of buildings/infrastructure, as well as ships.

19 Replies 33,240 Views

I was just thinking to myself earlier, why is one of the resources you mine, Crystals? And what would they be used for when constructing anything? Seems like an odd resource to choose heh

19 Replies 33,240 Views

I agree about the bouncing tree, that drives me nuts, heh I usually only pin fleets to the tree, then it's easier to manage. I've experienced odd problems with the vasari not using the phase stabalizer nodes, for some reason they don't always jump from point A to point B, they seem to go to another planet first, then do the direct jump, even though all three planets have a working phase stabalizer.

18 Replies 65,226 Views

Also wanted to add, I LOVE the music Infact I have several of the tracks in my playlist for daily listening, heh There needs to be some storyline addon for the future I think, as all the intro/manual hints at, is the Vasari were attacked/pursued by an unknown enemy, but that's all we know Are there any plans to introduce them later on? perhaps even add a campaign system?

154 Replies 335,614 Views

Loving this mod, I think the pirates are a bit over powered, god knows I've lost numerous ships and planets to them on my first play session heh One question I have, the planet research screen under Fleet Logistics, do the upgrades actually work? I researched the Tunnelling option twice, which was supposed to increase the max population by some 10% per research level, but it didn't change any of my planets max populations.

847 Replies 2,495,857 Views

I can't remember off the top of my head if this applies to automatic abilities in general, but I do know it seems to effect the repair structures. I just started playing a new level and had a pirate invasion on one of my home planets The only defences I had were a couple of missile platforms, a repair platform and 3 capital ships I noticed that the repair station didn't automatically start repairing the damaged ships or missile platforms right away after it'd completed

2 Replies 9,551 Views

[quote who="Dragoon4ever" reply="10" id="2319769"] Well, what it really comes down to is what it is capable of. If we drop it to cruiser that would require us to gimp it, which we could do, but with borg to kill and this being a ship designed to do one thing... It will probably remain a capital for balance reasons, and once you see the firepower it now has, over the old cruiser version you'll see why.[/quote] Oh yes, I agree it's a powerful ship I suppose you c

1,969 Replies 4,014,730 Views

Loving this mod to One thing I do notice which is odd I'm playing as the cylons right now and when I get raided by pirates, some of the pirate ships aren't attacked automatically (The pirate corsair I think it was called), I have to manually make things attack them.

1,489 Replies 3,378,362 Views

Personally I agree about the Defiant being a cruiser class ship, of sorts. It's very powerful for such a small ship, but that's what it was built for, power and speed, it has no creature comforts or whatnot. I think it should be the heavy cruiser replacement for the Feds, as opposed to a capital ship.

1,969 Replies 4,014,730 Views

I don't have a problem (to much) with what they say, but some of it does seem over the top. I could understand it if the ships were from battlestar galactica, as they're like "rednecks in space", heh.

98 Replies 247,173 Views

I to love this game, but the AI is a little dissapointing, as is the "current" diplomacy system (The constant demands are a real pain) Why would another race/civilisation demand something to improve relations when they're in the process of bombing one of your planets? hehe Also, the AI never seems to build more than say, 3-4 capital ships, even on "Unfair" mode.

164 Replies 690,406 Views

I seem to get dump issues with almost any mod when accelerating time But I think that's more of a local pc problem than anything, as my motherboard apparently has PCI Latency issues (yick) This mod is great however, but one thing I'd like to see, if possible, is giving at least one ability to the capital ships.

1,969 Replies 4,014,730 Views

Yea I've had slow downs frequently when visiting, but never as bad as today I've also not experienced the posts being missing entirely.

9 Replies 6,138 Views

Never seen the forums this slow before, it's taking in excess of 20 seconds to load a forum Additionally none of the normal threads are showing in the mod or technical area either, just the sticky threads, heh.

9 Replies 6,138 Views

I haven't had any minidumps while playing and really enjoy this mod, but, when playing the advent, as soon as the battles start, or activity becomes intense on the screen, the game just quits There's no error/crash box, it just closes, heh.

8,423 Replies 15,668,944 Views

It's not perfect, mind you, youtube does kinda suck as far as video compression, but you get the idea, heh In both videos I'm using the Distant stars mod. First vid Second vid Full resolution videos here - High res videos The first video starts off with me waiting for the pirate armada t

0 Replies 12,586 Views

Honestly, I've just installed this on a plain Sins of a solar empire (patched to 1.17?) copy and I'm loving the models you've done for the federation ships. What exactly do you need testing? As I'd be happy to help out to

1,969 Replies 4,014,730 Views