Teun-A-Roonius

Teun-A-Roonius

Joined Member # 3863428
14 Posts 1,549 Replies 848 Reputation

[quote who="master1a" reply="125" id="2970804"]If you have 4 players on a team, 2 Vasari and 2 TEC (or advent), and the Vasari player each give a Phase Pact to the TEC players, can all 4 players use the gates of both Vasari players?[/quote] Yes, all four players will then be able to use both Vasari players' phase gates.

146 Replies 423,478 Views

So I have been playing the updated game with Advent and TEC and I have noticed a few things that I dislike (don't get me wrong, besides these three minor 'issues' I really think the update is outstanding): The game freezes for about 10 seconds when I complete a mission or when the AI completes one of my created missions. This freeze does not occur each time a mission is completed though, it seems to occur at random. The AI relationship bonus needs to be re

146 Replies 423,478 Views

Yeah having trade ships to make pirate raids less dangerous is indeed a little rediculous. Only way it can be fixed is -like Itharus already said- to have the raided player experience a greater income loss. To Yarlen (I hope you read this before tuesday): Could you please fix the two upper laser gun turrets on the Relevation Class Battlecruiser of the Advent? They don't shoot at all... I suppose this would not be something too difficult and time consuming to fix be

83 Replies 245,594 Views

OMFG!!! That guy stole my avatar!!! [e digicons]|-O[/e] [e digicons]XO[/e] [e digicons]X([/e]

146 Replies 310,183 Views

Looks incredibly useful! Especially the pact system -which really needed some improvements- looks very interesting and seems more beneficial for both partys when pacts are made now. Also making envoys cheaper and faster to build really helps making diplomatic options in the game to become more attractive. I hope these changes will have a significant impact on the game (and the AI in particular). Good job! Can't wait for the next update to be fin

83 Replies 245,594 Views

I''m sure the devs will have a proper explanation for a rebellion within the Unity.[e digicons];)[/e] And as you can see by the reactions of other people, it is not too hard to think of something that may cause a group within the Unity to rebel against their leaders. Let's just wait and see what the devs came up with!

35 Replies 72,867 Views

Thank you very much for this utility Harpo. I had to change the name of the Entrenchment 1.041.EXE to make it work for v1.05 of Entrenchment, but when I did the utility correctly changed my files so I was finally able to finish my starbase mod.[e digicons]:D[/e] Without your utility it would have taken me much time waiting for the developers to refresh their Reference Data folder before I could have completed my mod. +1 karma for you![e digicons]:thumbsup:[/e] Teun-A-Roonius

238 Replies 584,909 Views

I watched your movie and it looks really cool I think. though it is similar to the TEC Novalith Cannon, it is nice to see a beam of variant of it. I also have an idea for an ability you might like to mount on one of your cruisers: What about a tractor beam?[e digicons]}:)[/e] I haven't seen it anywhere else on the forum yet and it would be a unique way to counter enemies whom make use of huge fighter/bomber squadrons. I hope you like my idea, but of course it's up to you to use it

17 Replies 13,254 Views
Reply to Upkeep? in Sins Modding

Why would you want to keep paying credits for structures you have already payed for? Anyway, yes there is a way to make sure you have to pay upkeep costs for structures, but if you want to be able to do so you will probably need to modify a huge amount of files. If you need direction as to which files to modify, you should ask someone with more modding experience then me though[e digicons]:P[/e]

4 Replies 2,730 Views

Thanks for your reply GoaFan77. This should explain why the starbases didn't show up. I will start looking for a Binary-to-Text converter right away. If you know one that works really well, feel free to tell me! Hopefully my mod will work if I use the correct files. +1 karma for you[e digicons]:thumbsup:[/e]

4 Replies 7,934 Views

Yes, you can turn mods on or off: Go to Options/Mods and add or remove the mods you have in your mod folder. But when you have already started a game with a certain mod, you have to start a new game if you dont want to play with that mod enabled anymore, because the save file contains data from the mod you started that game with. Hope this answers your question, Teun-A-Roonius

2 Replies 2,723 Views

No, I used the files that come with the ReferenceData map in the ForgeTools. I think I might have to change some other files but I have no idea where to look. Thanks for your reply anyway IskatuMesk. I appreciate your help.

4 Replies 7,934 Views

Hello, I am new at modding, and I am trying to change just one simple thing I would really like to be different in the game. Starbases have only 8 upgradepoints available in ENtrenchment, and I would like to be able to have starbases with all the upgrades unlocked at once (to have all tiers at their max lavel at the same time). I have changed the maxUpgradeLevelCount to 17 for the Tech, 20 for the Advent and also the max level for the Vasari needed to have all upgrades

4 Replies 7,934 Views