Xalderon_

Xalderon_

Joined Member # 4017619
1 Posts 44 Replies 318 Reputation

[quote who="BadTune" reply="53" id="2748169"]I thought that might be the case, but oh well. Maybe you could rework the abilities to have lvl 3 stats to start, alter them a bit to keep them from going "god mode" all over the place but make them increase in different ways each lvl. Some of the strong lvl 6s and the decent dmg abilities you could just improve the range,antimatter, or cool-down. The planet eater lvl 6s seem ok, increasing the dmg per second could make it a little too m

81 Replies 78,296 Views

[quote who="Itharus" reply="9" id="2565920"]You've seen the AI use an ultimate? At what difficulty????????????????????????????????????? [/quote] I've seen the AI use ultimates at hard in Original Sins. Particularly armistice and instant build fighters.

57 Replies 48,695 Views

With the pirates timing out, it was always my intention and understanding it would be part of an addon for those who wanted to take additional steps to speed up their game, like with the strike craft reduction. The pirates building up at the base is an aspect of vanilla Sins, however, and I expected TSOP itself would not change this. After all, I often enjoy going to the pirate base and cleaning up all those pirates myself.

1,134 Replies 2,238,468 Views

I use a version of this I've adapted for OS. I could release it if anyone wants it. It's kinda stripped down, however. I liked the planets and bonuses and adapted them for my own modding. Great work here.

1,334 Replies 3,499,053 Views

[quote who="ZombiesRus5" reply="9" id="2719860"]@Xalderon - Those are pretty good ideas too for your mod. I'd actually be curious to look at your abilities. Are they just scalar increases? Still, it would save me some effort to tweak the flagship some. [/quote] Some are simple scalar increases, but many have qualitative changes. Take the big beam on the Advent battleship. In the heroic version of the advent battleship, that beam has been transferred to a turret[e digi

81 Replies 78,296 Views

Personally I've been testing out my own mod where I made a 2nd tier of capital ships for all 3 factions. So I made upgraded versions of 4 of the 5 for each faction, leaving out the one I considered likely to benefit the least. These 2nd tier capital ships are much more expensive (30,000 credits, 4000 metal, 2500 crystal) and have to be researched first. You'll need to be able to support 10 capital ships to even research them. Gotta know how to handle the little boys be

81 Replies 78,296 Views

[quote who="SIN-Imperium" reply="631" id="2718278"]Wow--great job guys. Can you include instructions on how to alter the time for pirates--so we can adjust it ourselves if needed as players? [/quote] Ok after install, you go into \GameInfo\BuffSelfE.entity look for the lines: instantAction buffInstantActionType "MakeDead" instantActionTriggerType "OnDelay" delayTime 300.000000 Change delayTime to the number of seconds

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And here is a test version that makes the pirates blow up in only 5 mins, so people who want to test it can have an easier time doing so. They shouldn't get more than 3 planets or so away from the pirates base before they blow up. http://www.megaupload.com/?d=1MCVU3RS

1,134 Replies 2,238,468 Views

If you guys want 30 minutes, I can do that. I would urge the most conservative possible settings on this though, and perhaps 45 minutes would be safer? If they go a bit long and a couple extra patrols are waiting at the base, that just makes for a good exciting fight. Hardly bogs down the whole game. This is as opposed to indefinite lifetime. Is everyone sure 30 minutes is long enough to reach the farthest conceivable destination, and still have over 5 minutes to

1,134 Replies 2,238,468 Views

[quote who="Thahat" reply="617" id="2717306"] Quoting Xalderon_, reply 616 I think I know how to screw around with pirate raid weights and composition without causing dumps. Also, I now present to you, Self-Disposing Pirates. The pirate base pirates are permanent, but the raid pirates have 60 minutes to live. I can adjust that if you guys would like another time figure. I have tested the OS version, please get back to me to confirm the

1,134 Replies 2,238,468 Views

I think I know how to screw around with pirate raid weights and composition without causing dumps. Also, I now present to you, Self-Disposing Pirates. The pirate base pirates are permanent, but the raid pirates have 60 minutes to live. I can adjust that if you guys would like another time figure. I have tested the OS version, please get back to me to confirm the E and D versions work properly. <a href="http://www.megaupload.com/?d=517522V

1,134 Replies 2,238,468 Views

That's great. I've been in the habit of running 9 AI's in FFA on 65 or so planet maps to test the different AI profiles and other changes I've been making, and even the moderate cargo ship reduction alone was giving me like 20% more game speed. With the more severe reduction combined with strike craft reductions, it must be quite a speed boost. I will formally test this when I get around to it. Which cargo ship reduction did you use?

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Sure I'll release anything I've made that people have an interest in. Even if its just one person, I can just email them a copy. This AI isn't hugely different from before, after all, its the Sins executable that determines their basic playing style. I fooled with the weights on the various ways they can spend their resources, and got substantial improvements in overall AI performance by removing a couple of bottlenecks.

19 Replies 62,218 Views

With all the work going on with TSOP, some suggestions for addons have been floating about. Perhaps some of those can be covered here and keep the TSOP thread less cluttered. So I'll open this thread with the AI comment I was starting on with in the TSOP thread. Hey I know its not a bug but if you want to fix things in gameplay .constants, I should mention I've been testing AI profiles hundreds of hours worth of play time. I've made just 3 tiny ch

19 Replies 62,218 Views

Obviously not. But clearly some of these add-ons we're making aren't going to be part of TSOP, so at some point we'll have some package of extras. I've opened another thread for that. If anyone wants to post any ideas for add-ons that aren't directly related to TSOP, feel free to post there.

1,134 Replies 2,238,468 Views

Hey I know its not a bug but if you want to fix things in gameplay .constants, I should mention I've been testing AI profiles hundreds of hours worth of play time. I've made just 3 tiny changes in the AI profiles, and the result is the fortifier AI is now the strongest when I let 9 AI's play FFA ( 2 of the 3 changes are for him ), and the aggressor can now often win larger games as well. These changes involved letting those 2 profiles get a litt

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[quote who="Major Stress" reply="597" id="2715199"] Run the numbers for the Distant Stars trade ship alterations. If indeed it changes nothing as far as game balancing then we shall use it. Pirate raid crashes happen when the pirates themselves are modded (pirate stats or the weight of the pirate raids). We did not alter anything in regards to that so there should be no crashes from pirates. I never experienced a dump when a pirate raid happened in diplomacy. There could

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