Peter1x9

Peter1x9

Joined Member # 4337608
1 Posts 110 Replies 868 Reputation
Reply to XSI Rage! in Sins Modding

What a bunch of carp! Too bad it's being so carpy! [img]http://cdn.jazjaz.net/wp-content/uploads/2010/04/Thousands_of_carp.jpg[/img]

59 Replies 165,979 Views

That's way better than forcing the player to keep ships at every single gravity well of the other players in order to generate a decent relationship. Like you said, the hardest part will be getting the AI to use them properly since it is already coded to send an envoy to every one of its allies' planets.

1,119 Replies 3,147,686 Views

The advent AI is actually pretty decent with this mod. I wore down a TEC AI that kept sending ships at me and then an Advent AI came in and rushed his choke point, destroyed his defenders, blew his starbase up, and started bombing his planet. The random encounters are also done pretty well. They show up on a few planets and are a decent fighting force. However, with this mod they don't have insanely overpowered abilities and aren't on every other planet

1,119 Replies 3,147,686 Views

[quote who="GoaFan77" reply="7" id="3046384"] Its amusing the first few times but it really makes you think how much harder the Advent AI (probably the easiest AI) could be if it just built actual fighters instead of mines. Especially as the fighters are free and the mines cost money. [/quote] Not only that but the Advent has the best bomber in the game. Too bad the original AI didn't use them properly.

1,119 Replies 3,147,686 Views

That's probably the reason. You can't just unzip the hotfix into the same place as the mod itself. The hotfix has to go into the b5-sotyr\gameinfo folder. I really hate the way Ironclad set up the mod folders for SoaSE. The mod should be unzipped to: c:\users\yournamehere\appdata\local\ironclad games\sins of a solar empire\mods-diplomacy v1.34 The hotfix should be unzipped to: c:\users\yournamehere\appdata\local\ironclad games\sins of

5,473 Replies 14,202,571 Views

I've been having a lot of fun with this mod. I like the new ancients ships. My one complaint is a gameplay annoyance that's mainly due to the way Sins handles roletypes. I noticed that you gave the Goauld Hatak multiple roletypes, including siege, carrier, and heavy cruiser (fits in with the series). I'm guessing that you gave them the Siege roletype in addition to the others so that the stupid old AI would know to use them to bomb planets (and to k

1,775 Replies 3,754,962 Views

Yay! I've been staying with the standard series but i'll give the expansion another shot now. Few things I've noticed so far: -Balance is FAR better. The replicators aren't invincible anymore. I was able to beat them outside their culture. However, when I faced a Replicator AI inside its culture I still got annihilated (I was an equal size fleet of Norlamins). The only way I see of beating the replicators inside thei

1,681 Replies 4,213,813 Views

I really like the new version. The militias seem more manageable and I only ran into that annoying militia starbase at a few of the planets now. The doctrines are a nice new addition to the research as well. One of the things I noticed with this mod is that I'm always running out of crystal and metal. It may just be due to all the extra research items, but it seems to me like the extraction rates are lower than in default sins.

263 Replies 836,715 Views

It was Stars_ROVERS_FRIGATE_OrbitalStation that was the problem. They are just way too overpowered. They have selfrepair, spit out endless waves of drones and spawn at almost every planet. After completely removing them, the mod is easily one of my favorites now. I still keep the other militia station that's actually one of the TEC capital ships (great workaround to the stupid minidump when you try to give a militia captial ships btw) since they only spawn

263 Replies 836,715 Views

[quote who="SpardaSon21" reply="4337" id="3025820"] Quoting Karrok, reply 4336When I take a Reloz Heavy Constructor, and assign it to build a star base, it goes to the position, takes the resources and on the icon the red cooldown bar counts down, and then nothing happens.. Beta 4 is currently outdated and buggy, and you should avoid playing it. Hopefully a less buggy Beta 5 can be made available to everyone soon.[/quote] Will beta 5 make it to the free download

4,959 Replies 12,518,496 Views

I really liked the researchable engine upgrades but the self-repairing militia starbases and colony ship fighter launchers still make initial expansion extremely slow to the point of insanity. Self-repairing militia bases and all the drone launcher ships just bog it down way too much at the start. I'd rather not spend several days stuck at my home planet every time I start a new game. [e digicons]:annoyed:[/e]

263 Replies 836,715 Views

Something in your latest updates 5.1a and 5.1b broke compatibility with Fallen Addon Effects. I run just fine with these enabled (in this order, checksum = 602770183): Fallen Planets Sinsplus Addon Artifacts Races Advent, Colonial, TEC, Vasari Sins of the Fallen R5 The second I try to en

1,320 Replies 4,039,007 Views

[quote who="soase-maelstrom" reply="1015" id="3011718"]Hi D2RDrache, I hear what you are saying, however I have never seen the Replicators dominate a large game. I typically play/test on single random huge maps and currently it is typically the TradeAlliance and Norlamins who dominate. As such I haven't been in a hurry to re-adjust the mitigation. R6 is about balancing the new races with the originals and yes this issue will be address in the n

1,681 Replies 4,213,813 Views

I'd like to throw out a suggestion: release the current ships with a default Sins techtree now, and push back the new research tree to a future release after (hopefully) the AI research code is figured out. The ship models themselves are absolutely excellent. As far as temporarily using a default tech tree, why couldn't we just make it look like a Babylon 5 theme? I highly doubt the AI pays any attention to the icons and english.str descriptions when it decid

5,473 Replies 14,202,571 Views

Question: would the AI be smart enough to still research everything if you kept the system names (for the research items) and research structure the same, but change the icons and english.str display names (what the player actually sees)? We could probably still give the research trees a Babylon 5 look but with default sins functionality so the AI stops crapping out all the time. Going off-topic a bit, here's some really interesting info I found on Babylon 5's plas

5,473 Replies 14,202,571 Views

[quote who="Darvroth" reply="2634" id="3002824"]Back to task however, I recommend release what works (ie limited B5 tech). That will allow for a refresh of the target audience and may draw in a few more interested and talented folks. Then in the next few months if the AI code is cracked a tech heavy version can be released that also includes any other models or art that is ready by then. Also, shortly after Rebellion comes out an upgrade will need to be released to refresh the mod

5,473 Replies 14,202,571 Views

[quote who="ZombiesRus5" reply="71" id="3001743"] Quoting Stalcore, reply 70The scale's sound about right.. It's horribly unbalanced right now, but it's fun playing with the Battlestars. It will only be an unfinished Beta but I'm really not that concerned given this is being done for fun. [/quote] Horribly unbalanced as in they mow everything down? One of the things that stood out about the battlestar gal

3,050 Replies 8,586,680 Views

Quoting ZombiesRus5, reply 32Well, I was more speaking to Galactica which some suggest being its own class as well as being Jupiter or Columbia class. When I was trying to figure out the same naming problem, the closest thing I found to a consensus about the issue online is that the Galactica-class and Columbia-class were two different but very similar classes. Apparently the Columbia as seen in Razor is slightly bigger than the Galactica and has more armor plating or something alo

3,050 Replies 8,586,680 Views

I downloaded the latest version thinking it was just going to be balance changes...and wow, everyone has nice, shiny new models! Balance is far better than it was before. The Replicators still seem a bit overpowered but at least they aren't invincible now. I did run into a level 10 replicator support capital that had shield mitigation of 92% (almost invincible with its shield restore) but that is easily fixable by making its mitigation value the same as the other

1,681 Replies 4,213,813 Views

[quote who="eviljimmy" reply="982" id="2994499"]Hey dude Excellent job with the mod, I love it some far. 2 questions however. 2) Is there a way to turn of Dreadnoughts? They tend to end up dominating otherwise.. thanks![/quote] Download and use the Standard Series Release for whatever version of Sins you use. It has everything except the Dreadnoughts, asteroid militia, and powerful pirates.

1,681 Replies 4,213,813 Views

[quote who="soase-maelstrom" reply="980" id="2993039"] R5 should be out this weekend. [/quote] Yay! [e digicons]:grin:[/e] [quote who="soase-maelstrom" reply="980" id="2993039"] sorry to disappoint but strippers not included. [/quote] Darn! [e digicons]:P[/e]

1,681 Replies 4,213,813 Views