-Norbert-

-Norbert-

Joined Member # 3872148
4 Posts 143 Replies 632 Reputation

[quote]The superweapon projectile is exactly that. A projectile. I see nothing that could make ships behave like that.[/quote] I didn't mean turning the ships into projectiles, but giveing the ships the ability to fire such a projectile (preferably invisible) as an ability. And if you give the ability to ships that the AI already builds, it should avoid their wasting of slots. [quote]How would you stop a Borg fleet from knocking on your capitals door 30 seconds into a game

5,100 Replies 12,687,395 Views

For warp travel. Wouldn't it be possible to give ships an ability to establish phase stabilizers anywhere within the sunsystem for free? Or if not, let them fire a shot like the current Vasari superweapon, without damage, but with extremely high traveling speed and thus give them the ability to warp almost freely around. If the ability has 1 sec recharge time and no costs, you could put stabilizers down at your current and target systems and then jump directly, ignoring ph

5,100 Replies 12,687,395 Views

DS didn't completely replace the original diplo music, it just added new ones to it, so it isn't unusual that you can hear original Diplo music ingame from time to time. The Theme song though, is another matter. That one was taken out (or forgotten to be put in maybe?) for the 1.00 version. The others are all still in there, as far as I can tell. If you still have an old version of DS, you can just copy/paste the old "Opening Theme.ogg" into the new folder. Though I do

8,423 Replies 15,687,628 Views

Once upon a time I downloaded a mod called "TEC Laser Beam Mod" for Entrenchment and I quite liked it, but since it stayed at only the TEC and an older version of Entrenchment, I decided to put my own laserbeam mod together. For those not familiar with the concept of spotH3Ds original and now also my mini-mod: Since a laser is a ray of light, traveling at lightspeed, it has to be a beam, not a blob or projectile. Of course in a vacuum you couldn't even see such a beam of l

8,423 Replies 15,687,628 Views

The granted experience for small ships (frigates and cruisers) is in each individual ship file. The capital ships work differently. In the file "Gameplay.constants" you have the experience values for the capships (experience needed for levelup, experience gained for killing it and cost of training). Those values are shared for all capships, no matter the race.

8,423 Replies 15,687,628 Views

If you mean they don't send hundreds of ships in the first wave, yes. Though they did send at least three capial ships in every attack wave I saw so far, including the first one. That really caught me off guard the first time it happened (and cost my ally a planet before I could do something about it).

8,423 Replies 15,687,628 Views

For the fighters on mining asteroids, you could even use "Old Fighter" and "Old Bomber" that already are in the game, for the ships on the ship graveyard (for TEC anyway). The "Old" would even fit, since the mining stations get the old fighters, no long used by the regular military, while the fleet get's the new toys. Or they could be renamed from "Old" to "Militia". On that note, there is something I consider a problem with the derelict light carrier. You can tell it to build old

8,423 Replies 15,687,628 Views

It was, untill they patched it in, quite recently. I can't tell the exact patch which brought it, but at the latest it was the 1.2 patch for diplo and the equivalent ones for entrenchment and plain sins. Now some AIs are very fond of superweapons, while others don't build them at all (since I usually go with random AI behaviour I can't tell you which ones). Even on normal difficulty the AI will build superweapons and on hard and insane it seems to take them just a bit over

14 Replies 8,162 Views

Blame if on some maintanance bot that are shining their headlights on that section to search for something, or to enable crew to do EVA maintanance work. But it's hardly surprising they made errors in the CGI, they after all the first TV series ever to use CGI of this kind, when everyone else was convinced of models being the only way for realistic sci-fi material. Not to mention they had no specialized hardware and needed forever (even compared to a modern desktop PC) to render j

5,473 Replies 14,214,342 Views

When we are at the topic of the defense guns, wouldn't it look better if the Advents PsyTech Defense would use the projectile graphics of the psionic surge (spirit blade) instead of heavy plasma? And I recently noticed a really tiny bug too. When the Advent Revelation uses it's level 6 ability (I forgot the ingame name, but in the entity it's called "PlanetMania"), the icons floating above the target planet are quadrupled for some reason.

8,423 Replies 15,687,628 Views

It's not the word "particle" that puts me off, it's "beam". A beam is a continuous stream of particles, light or whatever, not a blob or ball of energy or matter, like the weapons B5 uses. That sheet also sais that the fore and aft of the station are unarmed, but in the show we very clearly see the interceptor right "above" the command dome's window. In your position, I'd stick to the TV series and the official material and take anything posted for a tabletop o

5,473 Replies 14,214,342 Views

I think the kamikaze turret ability should be more of a "overload weapons" that disables the turret for some time after firing, instead of blowing it up. You could argue that it completely overheats and needs time to cool down.

10 Replies 3,604 Views

While you saw dots on the scematics of the rotating sections, you never saw any CGI sequences of weapons on the rotating sections firing. They were all on the fixed structure. So I guess the person who made those green dots, didn't pay attention to where the weapons were really supposed to be, but noone caught the error in time before the airing of the episode. And they don't really need weapons on the rotating sections anyway. From the parts to which the solar panels are conn

5,473 Replies 14,214,342 Views

[quote who="ReadyMan" reply="6385" id="3027437"]Been playing DS with 1.34 and all seems good, except that there is no "quit" button on the home screen (so I have to windows key out to end the program). (I havent upgraded DS beyond 1.32 IIRC)[/quote] Stant123 was already so nice to post a fix for that a page earlier. Here you got a direct link to the post: https://forums.sinsofasolarempire.com/3354

8,423 Replies 15,687,628 Views

[quote who="boshimi336" reply="6374" id="3026897"][quote]Is that with Rebellion or something?[/quote] Just scroll up a few posts ... it isn't that hard? [/quote] And what do I see when I scroll a few posts above my last one? I see discussions about a problem with version 1.53 (not 1.053 which entrenchment has), then something about the new logo picture, a problem with entrenchment the poster figured out by himself and more about the pic. Maybe you should

8,423 Replies 15,687,628 Views

Wait... planetkiller technology? Where did that quote come form? From the look and the way it works, the Victories main gun looks far more like the weapons used by the Vorlon dreadnaughts and cruisers (smaller beams coming from the "arms" that converge on a single spot and shoot out a bigger beam, where the Vorlon planet killer started to light up from back to the front before lighting up a so bright warmup glow you can't really see where the beam originates from). Not sur

5,473 Replies 14,214,342 Views

I think the Drakh mothership and Vorlon planet killers go well beyond even Titan designation. The Victory, Warlock, Bin'Tak, Octurian and the Drakh Carrier from the Episode "Lines of Communication" might fit better as Titans. Apart from the Drakh and Vorlons being the only ones with such monsters, I think those two would just be too big to work well in Sins.

5,473 Replies 14,214,342 Views

I replaced the GameInfo folder and all the manifests with fresh ones (luckily I kept the 7z archive, so I didn't have to re-download it) and that helped. When I now started a new random game (or three actually) almost all planets were as they are supposed to be, with the exception of a single Ice Planet, that had two of each ressources. I converted and checked the "non-home" Ice planet entities and they look fine - 0 for metal and numbers for crystal asteroids. So it seems

8,423 Replies 15,687,628 Views

I got a weird issue with DS and the latest Diplo patch (1.33). So far the mod seems to be running fine, though something is wrong with the ressource asteroids. I played a large random multi system map and all types of planets have both metal and crystal asteroids, except for Paradise for obvious reasons. While there are some planets with only one type of ressources, it doesn't seem to be tied in any way to the planet type. As far as I can tell it's completely random. I

8,423 Replies 15,687,628 Views