[quote who="harpo99999" reply="360" id="2577544"]everybody, here are two links to a diplomactic dbs 0.9c from 1.041 filefront http://www.filefront.com/15968795/dynamic-.9c-1.041-for-dip1.01.rar/ and filefactory http://www.filefactory.com/file/b0e9cda/n/dynamic_.9c_1.041_for_dip1.01.rar harpo[/quote] Not working properly with distant stars on dip 1.01. Minidumps when I try to enable the mods. I have them in this order: diplomatic dbs<
starfox444
[quote who="harpo99999" reply="360" id="2577544"]everybody, here are two links to a diplomactic dbs 0.9c from 1.041 filefront http://www.filefront.com/15968795/dynamic-.9c-1.041-for-dip1.01.rar/ and filefactory http://www.filefactory.com/file/b0e9cda/n/dynamic_.9c_1.041_for_dip1.01.rar harpo[/quote] Not working properly with distant stars on dip 1.01. Minidumps when I try to enable the mods. I have them in this order: diplomatic dbs<
Putting the "Capital" back in "Capital Ships" then? I do agree they really ought to be a force to be reckoned with as opposed to "Oh, there's a cap ship I'll just get some of my LRM frigates on it." I think they are currently underwhelming although useful in their own right.
[quote who="Stant123" reply="2725" id="2565556"] It give's you options, sure, but it doesn't add anything outside of that. [/quote] Which is exactly what I am proposing. It ties loosly to realism to give it some logical grounding rather than changing gameplay mechanics for the sake of changing gameplay mechanics. I'm not pushing for absolute realism, but using a little bit of it as the logical basis and justification for expansion upon the original game to enrich over
Wonderful idea.
Given both of your arguments concerning population, maybe an entire rethink of the whole system seems to be in order, expanding on what you can do with a planet. Possibly something similiar to Rome: Total War in which capturing a settlement would give you the option to either occupy the settlement allowing the remaining population to continue living in a similiar way, enslave the population sending a fraction of them away to work as slaves or to exterminate them which results in killi
I had a suggestion for your mod and it totally slipped my mind. Let's see.. I remember! Changing the population on planets so that they accurately reflect real life populations and increasing the damage to population on siege frigates and capital ships to accommodate for this. It's a small touch that adds a good bit of immersion. Currently I think that the populations on planets is vastly understated. 20 people on an entire planet? Even though it's an ice planet seems
Much appreciated, I'll download it when stop video streaming:D
Whats the difference between .6 and .7?
Those planets look quite good. Much appreciated ;)
If there were a sins 2 I would like an engine overhaul. Make it easier on the modders and pull some of those hardcoded limits out of the engine. Other than that, sins is a great game on it's own merits.
I had all out pacts with an AI on my team. Diplomatic victory off with teams locked though.
If someone does update this for Diplomacy please leave a download link :) I just updated the manifests thanks to Harpo but the only problem is that the graphics have sort of screwed themselves. Textures and models for ships and some planets completely missing.
So amongst some SP games I've been fiddling with Diplomacy and one thing continues to stump me: Getting a relationship with me to be above 16 points. Could someone fill me in on how to do this? Here's a screenshot for clarification if you need it; http://screenshot.xfire.com/s/92874331-4.jpg
Could you please post some screenies?
Here's hoping for a diplomacy port.
[quote who="harpo99999" reply="346" id="2544676"]starfox the updater works ONLY within an expansion and NOT BETWEEN expansions esspecially when there are large changes in essential files like the player*.entity's. harpo[/quote] Thankyou for the clarification, but I still get runtime error 76 when I run it.
What are the prospects for a diplomacy release anyway? Does the updater tool work for this mod? I would have tried it myself but it always errors for me for some reason.
Thanks harpo, I'll give it go :) Runtime error 76; Path not found D: I'm feeling pretty stupid right now. My problem is both versions of DBS from the first post are causing me problems. I'm going to do a quick reinstall.
[quote who="Whiskey144" reply="317" id="2495972"]that would be because vanilla files do not have that line "renderShield" in them. It was new in Entrenchment.[/quote] Any ideas about a solution, I'm running entrenchment 1.04 started a new game as advent and a little while in same sort of error, there's bunch like these File: C:\Users\Starfox\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.04\Dynamic 0.9(BETA)\GameInfo\CAPITALSHIP_PHASEBATTLESHI
[quote who="ManSh00ter" reply="312" id="2495333"]So, you don't get a popup message, just a CTD? With error messages enabled (you can also try running the developer exe which is located in your SoaSE installation directory)? That's weird. Dynamic Mod shouldn't cause memory overflows, since it actually adds very little in terms of graphic assets and other things which might require more RAM. Has the game been started with the mod, or was the mod loaded with an already exis
Confirming the link is broken in the new year!
So far Vasari, but the only other race I've played so far is TEC. Once I finish up the match I'm on now I'll give Advent a good chance. But Vasari has a moving starbase. IT MOVES. YOU CAN FULLY UPGRADE IT'S OFFENSIVE AND DEFENSIVE SYSTEMS AND IT MOVES. [quote who="KronRefugee" reply="178" id="2482304"] Spam isnt a real tactic or strategy. The attitude comes from the arrogance of people who think spamming is the shit. Anyone willing to treat Spamming l
A lot of it is scouting before a fight when you can, build units that you know will handle the enemy well. [quote who="superkleenex" reply="20" id="2493301"] 2 civ labs on homeworld, take the roid, then tech ice planets, take both ice. [/quote] Doesn't the needed tech on the planets and upgrades absolutely hammer your income so early in-game if you are building a fleet at the same time? I is a noob myself.
Being a relatively new player still finding my feet in AI games, I've always thought caps to be an essential part of the fleet and I usually have around 4. But maybe it's the recent balancing that's made it seem like a no brainer for me.