Quiet_Man

Quiet_Man

Joined Member # 4156978
3 Posts 150 Replies 483 Reputation

[quote who="soase-maelstrom" reply="1063" id="3020467"]Quoting Quiet_Man, reply 1062It was in D In O (R5) I've reworked/simplified the pirates so they easier to manage. So will look at this in R6 as I translate the changes into E & D. [/quote] looking forward to R6 [quote who="soase-maelstrom" reply="1063" id="3020467"]Quoting Quiet_Man, reply 1062Yes, but the AI can not handle it. It will build several Dread and when they level up the AI will run out o

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[quote who="soase-maelstrom" reply="1058" id="3020316"]Hi Quiet_Man, Quoting Quiet_Man, reply 1056I recognized a pirate system with ridiculous number of stations and ships. When watching closely what was going on, it seamed new ships and stations where spawned each time the system was hit by the Vasari Cannon, until my PC could not handle it anymore. Interesting, the spawn time should be 15mins. Was it O, E or D?[/quote] It was in D [quote

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I'm happy that you like my feedback. So here some more [e digicons];)[/e] I recognized a pirate system with ridiculous number of stations and ships. When watching closely what was going on, it seamed new ships and stations where spawned each time the system was hit by the Vasari Cannon, until my PC could not handle it anymore. Regarding the Dreads The resource solution scales better, with the higher level AI being much stronger and I really think the s

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[quote who="soase-maelstrom" reply="1049" id="3018658"]Reply #1046[/quote] What I want to overcome is that the number of Dreads is limited for the AI. With the AI being careless about them, they lose them after short time. So when the player waits a little, he will be the only one with (multiple) Dreads and only two of them will level most fleets on their own. This neutralises the higher AI levels, as a major bonus for high level AI is the resource boost. But they just build more ship

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finally I managed to enable a 4th ability on the dreads that has -2.5 resource income. Might need some more balancing, but it prevents players from "collecting" dreads while a reduced spawn time gives the AI a compensation for their bad ship management. The requirements to spawn a Dread is set to 1500/1500/1500 resources. The AI is usually quickly spending all income, so they will reach this only when having too much resources. The spawned Dread will then help to keep income "under control" [

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As I said I increased the income from the homeworld to something like a ringworld. With the additional AI levels in Diplomacy and the increased income from the Homeworld, I digged out an old idea on Dreads: 1. I changed the Dread spawning from antimatter to resources (1000/1000/1000) and reduced the timer. 2. I added to the ultimate ability a -2,5 Resource "bonus" 4. I improved the capital crew upgrades with a slow auto-e

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Life is good, I'm a lucky guy with a happy family and work. Hmm, the mesh limitation could explain the inconsistent crashes if the pirates spawn something that is not "well buffered"? Also if they spawn by a random list it would explain why after some tries re-loading you can get over the point of crash. Looking forward to your further work. Edit: On D R5 I did not had crashes so far, but currently I mainly play small scenarios against one AI

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Hello Soase, it has been some time since I posted in the forum [e digicons]:snowman:[/e] but I'm still playing maelstrom. Some last remarks about the R4 for vanilla sins: I runs very good but there are some random crashes with seams to be related to pirate abilities. So I had crashes within the first few seconds, other times it runs for long time and then seams to crash within a certain time. After loading a save game a few times it could work and it run again for some time. As I

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I thought the Norlamins could use a little research speed speed boost early on. But I'm not sure anymore. hmm, regarding effects: Playing a little with the original races I recognize they play much slower cause their ships have less firepower. With the new races I'm spending much less time zoomed at battles cause early on the battles end very quickly and you are busy with the conquered planets. Overall I find the current effects good. I'm missing rockets a little. I find the rocket ba

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and another remark: I just recognized that the alliance research also take 6+ hours to complete. You just don't recognize it as much as they are strong from the start.

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[quote who="soase-maelstrom" reply="774" id="2886565"]How about Thumpers and Traktors?[/quote] yes, I think it was because of an alliance fleet attacking, their bombers are very strong.

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did you weaken the Cators defence beams in latest version? I always liked the fact that their defences could last a while under fire and do some serious damage. In my last game it was gone in no time. Could be just a strong fleet attacking. Without repair there is not much the cators have to build up a defense.

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[quote who="Syneptus" reply="760" id="2875518"] Quoting Quiet_Man, reply 758I did some testing on this mass reduction and it is implemented correctly but a rather unlucky item: When the mass of the ships is reduced they get stopped by things in their way, like trade ships or fighters. Most unlucky the Norlamins dread has it's fighters in front and with high mass reduction they slow him down. In addition it does not improve turn rate. So mass reduction does the opposite in this

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Hello soase-maelstrom, I hope you have a good vacation as you have some to-does when you return [e digicons]^_^[/e] 1. Norlamins research speed 2. Mass-reduction issue 3. Mining bonuses I did some testing on last one and indeed mining bonuses can be neglected until you have nothing better to do, but then you don't really need them anymore.</p

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I did some testing on this mass reduction and it is implemented correctly but a rather unlucky item: When the mass of the ships is reduced they get stopped by things in their way, like trade ships or fighters. Most unlucky the Norlamins dread has it's fighters in front and with high mass reduction they slow him down. In addition it does not improve turn rate. So mass reduction does the opposite in this case and worsens the ship performance [e digicons]X|[/e] I suggest to repl

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[quote who="Stant123" reply="754" id="2873720"] Quoting Quiet_Man, reply 752I had the impression that my capitals became slower when I researched mass reduction? Could just be because of the many upgrade dreads. It sounds like the research is adding mass rather then removing it when the upgrade is completed.[/quote] hmmm, if this is the case, can it be that the game logic has a "break even point" for slow turning? With dreads become upgraded to super dreads (o

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just re-reading "Really great work with this mod." is not meant sarcastic [e digicons]:grin:[/e] I wanted to say that this in deep research tree is a great thing. Another thing on dreads: The path finding has it's problems with the wide ships like norlamins or the new advent (I love it) dread. Does sins have separate collision boxes? A simple solution could be to make the collision box thinner and allow some clipping so ships don't get hang between other ships or orbi

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if someone likes to try: the full Norlamin Technology tree is ~6:00 in game time. Really great work with this mod. I added capital spawn to the dread controllers and removed fleet requirements. A large system against 7 AI is now approaching 8:00 game hours, I have 60 capitals (scraped some to make space for dreads as I captured two dread controllers from other races). The game is still running without major issues. I have a dump when I end sins but I assume it is becaus

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Having just played a long game, give the Norlamin a higher early research bonus. Mostly on research speed. It needs incredible time to do their research trees even if you have many resources.

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maybe something you can use for balancing: I was further trying out the Norlamnin and found the issue I had with them was because I tried to play them different to both the Cators and the Trade Alliance. But in fact the trade is key if you do the math (heavily simplified): After startup if you get ~3 additional planet/asteroids you will get a base income of about 10 credits, 5 iron and 5 crystal If I got it correct: doing all cost reduction research will give you 30% o

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checksum zero sounds like the game did not find the files. Did you select the mod did you just hit enable? you can have multiple mods in the directory, in the Sins mod folder you should have a single "Maelstrom R3" folder. The game should show you this name, then you select it and hit "enable".

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In zip and 7z different files were corrupted and copied it to a working solution together. The new icons and the new dreads are great! Love it.

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