calwyn12

calwyn12

Joined Member # 4516387
7 Posts 10 Replies 970 Reputation

I didn't realize I could play R9.The upload date on moddb is from 2014 so I thought the base game had been updated to the point it wouldn't be compatible with the mod. Careless of me to make that assumption, I suppose. Thanks for the advice!

3 Replies 8,092 Views

First up - I deeply enjoy the maelstrom mod. It's one of the best I've played, especially the expansion (I love the dreadnaughts). Unfortunately it hasn't been updated in quite some time. So I was wondering, is it possible to pull the dreadnaught assets out of the most recent expansion release and either put them in the most recent rebellion release or form a separate mod for them? Cause I really, really want to be able to include them in my games. I don't re

3 Replies 8,092 Views

I've been trying to mod the game so when a particular custom sovereign of a custom faction started the game, a champion would spawn with her, instead of one of the two starting units (I basically took Ascian, made her weaker, spawn as a level 1 and added the sovereign bond ability).I've managed to get the unit to spawn, but it won't spawn properly. It seems to be spawing as a normal unit, instead of as a champion. It won't let me change it's equipment, it won't spawn w

2 Replies 3,094 Views

Hey, I've just got a few quick questions. First, is there a way to get rid of the dangerous asteroids in the newest version of maelstrom? I've done it before with the trinity version of the mod, but now when I try using the same method (detailed on page 42 of this thread) in the rebellion version it mini dumps. Also, on moddb it looks like you've completely redesign the pirate models, even giving them capital ships! Are they in R4 or are they just previews? This mod is awesome. Th

1,681 Replies 4,216,351 Views

I was just wondering, do maps made in galaxy forge work with rebellion? Or do we have to wait till a new version of galaxy forge is made for rebellion?

6 Replies 11,811 Views

I don't know if this problem is unique to me or not, but when playing the Rebel Advent the Seeker Vessel's reveal mines ability does nothing. Even when I move the ship close enough to a mine to be well within the ability's range and trigger the ability manually it does nothing. I have no idea if the Advent Loyalist or the TEC factions have the same problem with their equivalent ability. Does anyone know a fix for this? Or a way to clear a gravity well of mines that doesn't rel

6 Replies 8,789 Views

[quote who="Nicos78" reply="3" id="3115326"]Sorry, but i think the game don't need to be changed like this.[/quote] I don't know...I think it'd be pretty awesome if you could tell an allied AI to build a starbase in on of your gravity wells. Or convince a Vasari ally to put a phase stabilizer or two in your territory.

8 Replies 2,997 Views

[quote who="Elrosh" reply="38" id="3115068"]Some modders have made a mod to access the advent and vasari factions [/quote] I don't suppose anyone has made that mod publicly available? I've tried doing it myself but I can't figure it out :(

42 Replies 35,481 Views

I wish I could figure out how you guys are getting access to the advent and vasari factions. They sound pretty cool, and I really wanna play advent :( Ah well. guess I'll have to wait till they get released officially. Does anyone have any idea when that'll be?

42 Replies 35,481 Views

I've recently been having some problems running SINS. it almost always minidumps on start up. I tried running the developer exe for diplomacy and these are the errors i got: Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Core/Settings.cpp(661) !attemptToReadLegacySettings || (attemptToReadLegacySettings && versionNumberFromFile >= ConvertToReleaseSpecificVersionNumber(184)) Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Window

1 Replies 2,752 Views

My friends and I have been playing LAN games a lot lately, and while we've had a lot of fun, we've noticed a small issue. Since we normally prefer to play on large maps, most of us usually set our empire trees to only auto-pin our fleets and nothing else, to avoid clutter. However, whenever you build a starbase the game pins the gravity well you build it in to the empire tree, and won't let you unpin it. This wouldn't really be a problem, if it wasn't for the fact that the

2 Replies 4,166 Views

I was wondering if anyone has experimented with making a mod that allows you to have multiples of the same pact type (ie, an advent player having research pacts with 2 other players)? I've been trying to use the RESEARCHSUBJECT_PACTBONUS and RESEARCHSUBJECT_PACTUNLOCK files to accomplish this, but it hasn't really worked out. All I've been able to do is change the amount of research you can do into each pact, but the extra levels don't actually do anything. If anyone kno

2 Replies 3,411 Views

Hey, I'm fairly new to SINS and I'm wondering if there is a mod that increases the number of capital ship crews you can have? Something that doubles the number of ships you can have at each research level would be ideal. I like playing on really large maps, and having 16 capital ships often isn't enough. A mod that also increases fleet capacity would be perfect, but my main concern is the capital ships.

3 Replies 10,799 Views