[quote who="Lavo_2" reply="2668" id="3647893"] It gives the same error even when I specify a planet type. The oddity here is, which I forgot to mention, is that these modifiers are copied from a regular research item, which does not spew these errors. Only when they are used in a pact bonus do they generate these errors. [/quote] I don't know about how it works when you put those modifiers into pacts. You could move them to a research, which is only enabled when the acco
Quiet_Man
[quote who="Nomada_Firefox" reply="2676" id="3668075"] A question. Is it possible to add more of one starbase per faction? [/quote] yes
I really like your mod. Great work! Thank you. I used the latest minimods and started a large map with all races. I had one crash where I had to go back two autosaves but other than this it worked. The game went slow motion for the many ships but no other issues. I think the crash was from the 1.87 engine and not your mod.
Hi all, my best translation: Since some time the "backwards" buttom in the Development Tool of the Dev.exe does not to work anymore. Anyone has an idea why and how to resolve? Hallo Slosarka, ein paar wilde Tips: Hast du mal die "," (Komma) Taste probiert? Evtl. mit "Shift". Da liegt bei englischen Tastaturen das Zeichen " Hast du die Sprachleiste in der Windows aktiviert? Probier da mal die Tastatur zwischen "English" und "Deutsch"
I can speek english and german, but I don't get your problem???
ok, np if you don't support 1.87 yet. Just fyi: It woks up to "Random-Medium-Large" Maps without issue. I don't play competitive but rather role play. So I let the AI spread, which results in large battles. I'm also sometimes using my own "Minimod", which gives the AI more income and larger fleets. No issues. The problems start with "Random-Large" or bigger Maps. Here the game crashes quite reliable 30 minutes to 2 hours into the game (with or without my own mod).
have send you a PM, have a savegame with a crash. It is with 1.87 Beta.
The "DamageSharing" issue already was in earlier Sins versions. I recognized it when helping on the Maelstrom mod. In latest Sins versions (can't remember since when) it wasn't an issue, I only remembered it when reading the complains about Advent. So I run some test games and I'm pretty sure it is this ability (again). On the crashes: I'm modding around myself a little, nothing serious but enough the savegame wouldn't help(?) I don't think it i
might be good to collect here also what is not working? As I already wrote in the 4X thread: https://forums.sinsofasolarempire.com/447324/get;3662725 One problem which seams to have worsen with sins 1.86 (and 1.87) is buffEntityModifierType "DamageSharing" (vanilla advent ability) causing slow down, even game stop with many ships. Without any CPU load! Seams some sort of deadlock, specific
I have read the complains on ModDB about slow down at large games. One problem which seams to have worsen with sins 1.86 (and 1.87) is buffEntityModifierType "DamageSharing" (vanilla advent ability), that is causing heavy slow down, even the game to stop with many ships. Without any CPU load. Seams some sort of deadlock, specific when they are attacked with area damage weapons. PS: A minimod to replace the effect could solve the issue I also get some random cr
I just tried v1.01 for dip 1.34 and had some random crashes at starting the game (not when playing). It is seams my game does not like planets with more than 6 metal & crystal asteroids. I reduced all planets asteroid "maxCount" higher to 6 and had no issues since. Might be worth for you to check. Edit: Just after writing this message I had another random crash, so you might ignore my message [e digicons]o_O[/e]
then sure the dip version will also be nice [e digicons]:d[/e]
I find the balancing very good. I have to admit I still did a little "cheat", as I found the AI performing pretty bad against the borg. I added "taunting" to the assimilation ability. So allied ships close to a borg ship trying to assimilate will focus fire on it. This way the AI is doing much better against the borg, when they bring enough ships (and it saves me some micro managing in battle). Just thinking about it, the idea came to me when watching "First Contact", the borg wh
sharing a little gaming experience: playing as "Marqui" I had setup a small galaxy with a Federation & Klingon team on one end, the Romulans to the side and the Dominon and Borg at two other ends. Me as Federation closer to Domion. Early I started fighting the Domion and made contact with the other races when the Borg sweep in and cut me off from the other races. I managed a stand-off with Domion on one front-line and Borg at the other. I knew that the other races where also
great, I'm still on Dip as I'm hesitating to join the "collective"
[quote who="Major Stress" reply="3613" id="3292266"]PSYCHOAK!!! (or Fist0) PM ME!![/quote] "retired" bosses are the worst [e digicons]:|[/e] [e digicons];)[/e]
@Norbert Hmm, yes that wasn't my point. I assume you know real women? So the "restore order" idea makes sense [e digicons]^_^[/e] @myfist I know the late game balance is not priority, but did you change the "black Vortex" ability? It seams wrong to me that the Roms can practically switch off an enemy fleet in middle of battle while their ships are completely ok. A fleet with a few ship with this ability seams practically untouchable, even the borg h
[quote who="myfist0" reply="3605" id="3287382"]Oh my, dont just thank me, many many people contributed and had this mod going before I ever came aboard. But Psy and I seem to be the only survivors for now. A few are just 'lost in space', we keep sending out probes searching for them. I'm assuming they've all been assimilated into some female collective. [/quote] Ever though about why they took a "Queen" to lead the borg? Also I warned
[quote who="noing" reply="3599" id="3286260"]grr[/quote][quote who="myfist0" reply="3598" id="3286216"]Testing if the last bug fix is the final one, then move to reb, No point in porting a bugged mod. Many awesome changes, well worth the wait. We added to the . Gave , , and the . Added Added Get the picture? [/quote]
all busy with RL, but in a happy family life way [e digicons]:sun:[/e] I haven't played Rebellion yet, the little time I have I play mods. I wait for Malestrom to be ported [e digicons]^_^[/e] The AI mod has rather become a "tweak". A few obstacle I found: The AI will build capital ships only on a relatively slow rate, whatever resources and free ship slots it has. I tried to add hidden capital ships for AI only but failed. At least on the research screen it will
I'm often here, just quietly [e digicons]^_^[/e] After removing the Militia it works fine: enabledModNameCount 13 enabledModName "SotF Planets Tenorias R6" enabledModName "SotF Addon Artifacts R6" enabledModName "SotF Addon Bonus Density R6" enabledModName "SotF Addon Homeplanet R6" enabledModName "SotF Addon Effects R6" enabledModName "SotF Addon Moons R6" enabledModName "SotF Race Hypercorp R6" enabledModName "SotF Race Neph
Is there any recommendation on which addons not to combine? The readme is quite ... "alpha" [e digicons]>_>[/e] I'm trying to get 6.3.4 stable. Have already cut down effects to "recommended". It runs about 1h singleplayer, medium map, with 5 AI with this setup: enabledModName "SotF Planets Tenorias R6" enabledModName "SotF Addon Artifacts R6" enabledModName "SotF Addon Bonus Density R6" enabledModName "SotF Addon Homeplanet R6" enabled
I know, I already wrote this some time ago but I simply need to repeat it: The ships and worlds look fantastic!
stealth as being not visible to enemy is not possible. Best thing to do is to look at the Vasari Scout Capital Phase ability as example. You can do something like this: numEntityBoolModifiers 3 entityBoolModifier "IsIllusionShip" entityBoolModifier "DisableWeaponsUltimate" entityBoolModifier "CannotBeDamaged"
[e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e]