Yay, the cops let ManShooter go! [e digicons]:P[/e]
Peter1x9
ManShooter already got pulled over: [IMG]http://i.imgur.com/kiiU0.jpg[/IMG]
Thanks! I'll play around with it later this evening. [e digicons]:thumbsup:[/e]
It looks like the upload didn't work. All I'm getting is the same old v1.1
I really like the new version. The titans are great! Thanks to having a titan, the dangerous asteroids are no longer overpowered in the early game. Planet balance is much better now too. Great Work!
I forgot all about Requiem. [e digicons]8C[/e] This forum really needs a dedicated subcategory in the modding section for each mod. I downloaded and fired up the latest diplomacy version last night...and had lots of fun. The industrial planet has a good bonus...and not too insane. It was a bit low in logistics slots...but then again, you wouldn't be trading, mining, and broadcasting from your factories. [e digicons]:P[/e]
I don't see how anyone wouldn't want a bigger selection of planets...unless the new planets completely throw off the balance of the game. It's a big universe and from what little we have seen so far, most planetary systems are a lot stranger and different than ours. And even in ours, we have a large variety of planets and moons. Four just isn't enough to play around with, IMO.
I like being able to stack this with bailknight's. However, all the planet mods I've found have extra research and other items that don't like being stacked with other mods. Also, they would break the random encounters. Would you consider integrating the SinsPlus planets (or another planet mod) in the next release? I find it rather sad that the developers only put four planets in the original game (I'm not counting gas giants since they are esse
[quote who="Sucal" reply="839" id="3068527"]Just another rogue bug your likely already aware of, the 80% population reduction you love so much seems to be stacking. My poor -100% planet, its not my fault I needed to kick the pirate scum off.[/quote] Interesting...it seems like they can now generate zombies. [e digicons]:P[/e]
[quote who="ZombiesRus5" reply="1121" id="3065665"] Quoting Vairar, reply 1119For the last few days now, my Dad has been complaining about a possible bug involving this mod. He plays as TEC, and sometimes, when the dreadnought summoning ability goes active at its factory, a dreadnought does not spawn. Anyone have any ideas about this? This happens if you have 0 or negative fleet supply.[/quote] Now wonder I could never find the cause of this. lol
I've seen this very rarely but I haven't been able to figure out anything that causes this. Just the other night I played with this mod and none of the players had any problems spawning them. But there was a few times a long time ago when I couldn't always get them to spawn for myself. Are you running the latest version (Release 6)? Once rebellion comes out this won't be an issue. The current workaround was necessary so that the AI could use the
[quote who="Ryat" reply="6815" id="3065152"] Major hard code issues here. We have tried. [/quote] I'll say. I recently had a look to see how you guys implemented the planetary defense system. It's both a pretty brilliant and extremely (but necessarily) complex workaround to the hardcoded barriers in the game. I just wish they has thought of defenses on the surface of the planets to begin with. Even with our limited technol
No matter which one of them wins, everyone that plays Sins mods will win twice. [e digicons];)[/e]
This mod just gets more and more interesting. Have you decided on adding custom planets to it yet? I also recently had a thought about something that combined this mod with some other abilities I found in other mods. One thing I noticed that your mod does is accelerates a lot of things including income, culture, etc. I was thinking that maybe you could accelerate everything else and make it into a Turbo Sins mod: add in new research techs that boost res
All the Cylon missiles flying everywhere made my dual-core gaming laptop cry. I actually had to lower my settings. [e digicons]:P[/e] My one and only complaint so far is that the default homeworld planets (TerranHome and DesertHome) could not be colonized because they needed a research tech that isn't available. My test map has all the players start at a default Sins TerranHome, but also has a DesertHome nearby that I couldn't colonize. I was playing as the
Does the minidump happen right at the start of the map, or does it happen during the game? If it happens at the start, you probably just have to port your files to the newer version. If it doesn't happen until the game is in progress, then I would suspect an AI minidump. Maybe the AI player is scripted to use abilities based on planetModuleRoleType (it does expect the structure with planetModuleRoleType "REPAIRPLATFORM" to be able to repair ships, after all), then du
I really like your idea of using the engine upgrade research as a refit ability on the frigate and capital factories. It's a very unique and interesting approach to research. Any plans on making more of the upgrades factory refit abilities? I also like the upgrades to phase travel speed. It doesn't take forever to go somewhere anymore. lol Another interesting concept this mod has is the ability to travel to every other gravity well on the map. I
Yay! I'll definitely be checking this out later on. Are the Cylons fully playable now?
The current rebel system is from the TEC research ability RESEARCHSUBJECT_REBELLION. Even if this ability is unchanged and stays as a research system for TEC players only, the current AI can't handle it properly. I've found that whenever a TEC player researches this and Rebel ships start appearing at various planets, the current AI will throw an absolute fit. Whenever rebel ships attack one of its planets, the AI will drop whatever its doing (even in the middle of it att
Darn old carpy Sins AI. Another thing I noticed about it (any mod or no mod at all) is that it has fits whenever Rebels attack its planets. It drops whatever it is doing and sends everything back to its planets, even if it is in the middle of fighting someone else.
[quote who="Sinperium" reply="219" id="3057417"]If we could merge Stars, Maelstrom and Distant Stars and some of Zombie's Fallen into a single ubermod...[/quote] You would hit the 2gb and be adding way too many different things. I still think Maelstrom, Zombie's Fallen, Babylon 5, etc that add new races should stand on their own. However, what I would like to see are all the changes to the original SoaSE races compiled in
So far I like the embassies. I have a 4 player testbed map that I like to use when trying out mods and for changing and testing abilities. Basically it is set up so that each player area has eight planets (plus a colonizable asteroid as the choke point) linked to 2 other players by an outer asteroid belt. On my current game, I have a single AI ally and we both have one embassy at each of our planets. However, even with an embassy at nine planets per player we haven'
Well that stinks. It needs to stop being so carpy.
Looks like I'll have to fully investigate this on Sunday. [e digicons]:P[/e]