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
Valpheus
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
I actually like the original soase intro more. The pacing was great and very well matched by the music.
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
Seems like it's Steam->Settings->Interface->Notify me about additions or changes to my games, ...
The pop up ad is quite annoying. Good that I usually set the Steam client to offline mode and only go online to update the games.
I have just checked this out. You only need to include the files you have changed; the others are not necessary and can be removed.
Not in these two tables, but there are more sheets in the spreadsheet file for each development type, with more detailed data extracted from the planet entities.
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=
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
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.
[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.
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
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" &
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
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
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
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
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
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
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 :-/)
Here is a table of planet bonuses. Original spreadsheet is here: http://www.mediafire.com/download/yqqx8dbteqofsd9/planet_bonuses_1.51.ods
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
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.
I don't think that would be enough? I believe techs such as mission offering and feeding cannot be done this way...