Hey, so I picked up this mod again after about 8 months of not playing and noticed the bug with the Norlamin Colony Cap where it can't get it's 3rd ability. This was not present in R7. To fix it, replace the file AbilityEnergyWeaponBoost_Norlamins in the R8 GameInfo folder with the R7 version. Hope this helps anyone who wanted that fixed... hope the mod isn't dead as I and many other players enjoy it alot.
Kremblin89
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[reference files] sins 1.193 , entrenchment 1.053 & diplomacy 1.34 rebellion 1.8 now( with the stop game 1.37 trinity refs now
in Sins Modding
Thank you for the reply, I will check the other thread you suggested.
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[reference files] sins 1.193 , entrenchment 1.053 & diplomacy 1.34 rebellion 1.8 now( with the stop game 1.37 trinity refs now
in Sins Modding
Hi, I just started to get into modding, and wanted to make a simple mod that removed mines/super weapons and anti structure cruisers since the AI spams them making defense with a starbase essentially pointless since a fully upgraded one dies in 10 seconds to a swarm of orgrevs. Mines are worse, since each planet you take requires spending 30 min microing a frigate to kill the mines one at a time because if there is more than one ship in the immediate area they like to spread out and run into
204 Replies
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