Valpheus

Valpheus

Joined Member # 4757244
15 Posts 68 Replies 1,290 Reputation

This mod has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later) Link: <a href="http://www.mediafire.c

2 Replies 25,128 Views

When pirate is enabled, I find it quite distracting that every time a raid is imminent, one has to keep monitoring the bounty mini-window for a couple of minutes until the raid is launched, to make sure he/she is outbidding the opponents. A suggestion is to make it such that when a player places a bounty, it is not added to the pool immediately and is not shown to other players. Instead, every 10 minutes the (secretly) placed bounties from all players are added to the pool at th

0 Replies 7,784 Views

If you just want to replace the default font, there is a mod already https://forums.sinsofasolarempire.com/429281 If you want to continue with experimenting, I would suggest running the dev.exe version of the game. The game will update the font real time as you change the .font files. This way you can trial and errors different font name definition without restarting the game every time. Hope this hel

25 Replies 57,377 Views

The tables are not quite polished, but they should be functional. OpenOffice spreadsheet format. Let me know if there is any errors! Link: http://www.mediafire.com/download/insac6078uxpog7/planet_dev_1.52.ods Maxed out planets: Planet Development Summary: <img src=

4 Replies 37,078 Views

Here is an OpenOffice spreadsheet about planet upgrades: http://www.mediafire.com/download/insac6078uxpog7/planet_dev_1.52.ods Here is a spreadsheet about planet bonuses: http://www.mediafire.com/download/yqqx8dbteqofsd9/planet_bonuses_1.51.ods There is no new artifacts in the DLC

1 Replies 8,006 Views

I wonder if it is possible to add a research that gives negative income bonus. Give it zero cost, and place icon outside of the window such that only the AI can see it... Mmm can't resist free tech... oops DEBUFF. [e digicons]:grin:[/e] IncomePercLost sounds like a promising modifierTypeFloat.

11 Replies 15,569 Views

[quote who="ZombiesRus5" reply="1" id="3381808"]It would however be really easy to create a MOD that removes the DLC features. Considering no one has done that is pretty telling IMO.[/quote] Actually a mod has been out already. However, the DLC is quite nice, so not much reason to disable it.

5 Replies 13,185 Views

I have just tried it using TEC broadcast center: the change is only in PLANETMODULE_TECHORBITALTRADEPORT.entity. At the top, I changed entityType from PlanetModuleStandard to: entityType "PlanetModuleTradePort" And I added the following to the bottom: cargoShipType "FrigateTechTradeShip" maxCargoShipCount 5 cargoShipRespawnTime 30.000000 baseTradeIncomeRate 1.000000 Then the broadcast center generates trade income and links

2,761 Replies 7,618,667 Views

From BuffHeavyFighters.entity: entityModifier buffEntityModifierType "PhysicalDamageAsDamageDealer" value Level:0 0.120000 Level:1 0.220000 Level:2 0.320000 Level:3 0.410000 entityModifier buffEntityModifierType "ArmorAsDamageTarget" &

5 Replies 14,673 Views

Welcome to the board! I think you will notice pretty soon that the Vasari voice acting was kind of... lame. If you could not stand them, the Vasari Deep Voice mod should help a bit. Also, if the tech tree sounds too confusing, mabye try the SimpleResearchNames mini-mod in the Trivial Options Mods pack . The game has a habit of forcing new features

14 Replies 19,567 Views

Goafan's E4X No Superweapons mod is meant to work with the E4X base mod, so it does not only disable superweapons, but also includes changes of other game play parameters. For example, the planet allegiance drop off rate per distance from capital is decreased. If you want to just disable the superweapons using the same approach as Goafan's mod, simply copy GameInfo\Gameplay.constants from the main game directory. Then you can open the copied file in notepad, change

22 Replies 30,002 Views

Create another mod directory "Mods-Rebellion v1.52 Dev" and put SOA2 into it. In the game program directory, alongside the normal "Sins of a Solar Empire Rebellion.exe", there is another "Sins of a Solar Empire Rebellion Dev.exe". You can execute that dev.exe, and it should detect any mods you placed in "Mods-Rebellion v1.52 Dev". For the features available in dev.exe, see the thread https://forums.sinsofasolarempire

22 Replies 78,386 Views

If mods are involved then it is harder to say. However, you can try to observe under dev.exe to see what is on the AI's build queues. The symptoms I described should apply to anything that the AI want to build but unable to do so. For example, when I removed the starbase research subject without removing the StarbaseInfo and starbase constructor from a race, eventually the starbase constructor will show up and stuck at the top of the AI build queue, preventing that AI

22 Replies 78,386 Views

I think the AI is waiting for building Titan. I reported it in the bug thread some time ago: https://forums.sinsofasolarempire.com/445394 as "AI Titan craving". The AI is probably not intentional saving money for research. It is more like the AI has Titan stuck at the head of build queue, so it refuses to build any other ships, while the surplus money then get spent on researches. Once the Titan is out, build

22 Replies 78,386 Views

Regarding the 742 vs. 1222 pop difference, here is the reason. 1. The population increase researches (eg. "Full Terran Lockdown" for Vasari) only affects the pre-specialization population (eg. max 280 for Terran planets). 2. Terran planet and Terran planet home are two different planet types (PlanetTerran.entity and PlanetTerranHome.entity), and they yield different social specialization bonuses (!). At level 6, Terran planet gives +900 max pop, while Terran Home only gi

4 Replies 18,171 Views

Sure you can use it any way you want :-) Yeah I am using LibreOffice. Excel (at least my 2010 starter) should be able to open the .ods file, with very minor formatting loss. (Saving in excel format under LibreOffice also induced formatting losses; maybe the version I am using is too old :-/)

10 Replies 19,808 Views

Here is a table of planet bonuses. Original spreadsheet is here: http://www.mediafire.com/download/yqqx8dbteqofsd9/planet_bonuses_1.51.ods

10 Replies 19,808 Views

Thanks very much for the mod! I first got this mod shortly before v1.5 updated, and haven't got around to play seriously yet, but the tech tree looks downright awesome. I don't know if it is brought up before, but would you move the research screen info card to the right hand side of the screen in future releases? The current location in the mid-left is a bit awkward. The setting is in Window\InfoCard.window, "offsetFromTopCenterWhenFullScreenDialogOpen [-4

5,100 Replies 12,666,835 Views

Kinda make sense. It is consistent with why the E4X Faster Combat mod works on every player and racial/faction bonuses don't. Artifacts are like research subjects that is part of every player's research tree, and are normally "researched" by successful explorations.

10 Replies 10,434 Views