No, I am still working on the Methionylthreonylthreonylglutaminylarginyl...isoleucine mod. Edit: BTW, the name is just Trivial Options Mods. Since the name is not particularly cool looking, and the purpose of the mod is rather straight forward, I just put them to the thread subject. Also, I have got the DLC and the mods work fine with it or without it.
Valpheus
Not sure if it is bug or by design, but I am reporting it here because it has quite a bad impact on AI performance. AI Titan craving. Observed under _dev.exe. When AI has a Titan at the top of its build queue, it will not build any frigates (and capital ship; but I have seen a case where a cap ship is put ahead of the titan in the queue). Sometimes the AI is bottlenecked by insufficient fleet command points or lack of titan factory and these are not immediately queue
[quote who="ReadyMan" reply="14" id="3374456"] Zombie, can you update this mod for 1.51? Or if you tell me how to update it from patch to patch, I can do it (if its just a matter of altering a txt file)[/quote] It is covered by the trivial options mod pak: https://forums.sinsofasolarempire.com/429281 [quote who="stein220" reply="15" id="3374536"] Could you change the cannonGravityWe
Updated for Rebellion v1.51. WinCustomize upload is pending approval. Also uploaded to mediafire that should be available now. - Added NoDLC-ForbWorlds mod: disables Forbidden Worlds DLC. Can stack with other mini-mods in the pack. - Added mission offering and gifting researches to Pseudo Entrenchment/Original Sins mods. - SimpleResearchNames mod updated to cover all the research branches. It also now changes the out-of-character AI taunts (eg. "Go hi
[quote] I tried to remove them myself a couple months ago, not knowing anything about how Sins was modded... I did work out how to get into the various compressed files and remove the mine research listings and the ability to build said mines, but it ended up causing a game crash 10-15 minutes into each game, so I eventually got bored and gave up. [/quote] I think the reason for the crashes was Advent "SquadPsiMineLayer". If you remove "SquadPsiMineLayer" from FrigatePsiCar
Are you able to manually select all your planets and pin them back to the Empire tree?
Just a cosmetic idea, not sure if it is already known. For the racial/faction bonus techs, if MaxNumResearchLevels is set to 0, the research subject icon will show up with silver frame as if it is already researched, right at the game start. btw, I see that a researchFloatModifiers baseValue trick is used to grant the racial/faction bonuses. Is it possible to somehow grant researchBoolModifiers such as AllowResourceDemandAndGifts without needing the player to manually clic
You're very welcome, glad that it works for you :)
The main problem with Xiskio's mod was that it included too many changed files: those in the \Window subdirectory, plus \String\English.str. I especially wonder why English.str was included, as this file contains all strings to be displayed in the game, and changing it wiill cause conflict with any patches or mods that has changed strings (ie. virtually all mods out there). In fact, if you deleted "Xiskio's Font Mod 0.8beta\Window" and "Xiskio's Font Mod 0.8beta\String
Sorry, I only meant I couldn't make it work with Audacity. I saw a youtube vid about this VST and it is impressive indeed.
I used Audacity, "edit chain" "apply chain". Unfortunately I do not know how to batch add noise, and the spaceman vst did not work. [quote who="Tattyhat" reply="9" id="3369122"]The font is horrible. I find it uncomfortable to read (No fix found yet)[/quote] imo if it is just about comfortable reading, it is quite hard to beat the Segoe UI font. [quote who="GoaFan77" reply="10" id="3369388"]There are actually a few font changing mods. I don't use them though
You're welcome. I think it is pending sd approval, and should show up in a few days. You can try the medifire link in the meantime.
Updated for Rebellion v1.50. - Added Pseudo Diplomacy/Entrenchment/Vanilla mods. - Added SimpleResearchNames mod. Updated. - Removed no-starbases mods. The no-starbases mods were removed because I haven't heard much complains about starbases in the first place, and they added too many combinations to the mix. For the pseudo Dip/Ent/Vanilla mods, I looked at the ref files of those versions, and removed the extra Rebellion-added ships/structures/researches (le
This mini-mod has been updated and merged into Trivial Mods Pak for Rebellion v1.50.
[quote who="Tattyhat" reply="1" id="3368314"] Just been listening to these voices and they are very good, and a lot less abrasive than the vanilla. Thanks. BTW: Is there any chance you could upgrade your other two mods for Rebellion 1.5? I want them both. Trivial Options Mods Pak Simplified Research Names [/quote] Done! Thanks GoaFan. For the TEC, I just applied an equalization filter that creates distorti
[quote who="Cykur" reply="5" id="3366719"] Haha, I was just thinking about this the other day. Not how to make a mod, but how I would try playing Advent more if I could handle listening to their angry inhaled helium girl scout voices for hours.[/quote] I have just made a voice mod for Advent to make them less girlish. (I am surprised you think Vasari voices are more tolerable! [e digicons]:grin:[/e] ) <a href="https://forums.sinsofasolarempire.com/445442/pag
This mod has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later) "Intensive experiments on detained human dipl
Updated. - Small change for NoTitans et al: removed them from production menus, so that AIs do not get stuck/slow down trying to build them. - Added NoRaceDialog: Disables faction selection dialog. - Added UseSegoeFont: Change to Segoe UI font; font size scaled to fit GUI elements. http://www.mediafire.com/?86b9126umk9224s (Please ignore about the j
Maybe there was no enemy after all, but that their universe is desyncing and minidumping. Those who were caught in the tsunami of glitches were driven mad before becoming part of it.
This mod has now moved to Mod DB: http://www.moddb.com/mods/trivial-options-mods-pak (For Rebellion 1.84 or later)
[quote who="ARESIV" reply="31" id="3320280"] Quoting Twilight_Storm, reply 30All you need to do is mod the game to remove the 4 researches from each faction. Without research, there can be no Titans built. -Huzzah! I dont mean to be rude... but why not simple playing Trinity? [/quote] For me, it would be because 1. I didn't purchase Trinity (I was actually expecting to be able to play vanilla with Rebellion :-P) 2. Having only one
In the mean time, I suppose the trivial options mods still work for Rebellion v1.1. https://forums.sinsofasolarempire.com/429281 In fact, I think it would be nice to have options to play diplomacy, entrenchment and original sins rules.
I haven't played the game for a while, but does the Trivial Options Mod ( https://forums.sinsofasolarempire.com/429281 ) still work with Rebellion v1.1? I took a look at the player.entity files in v1.1, they do not seem to have changed from the last version.
Does the Steam "Offline Mode" help? Open Steam window, click Steam->Go Offline...
I have done a 2-hour test game: No Mods Large Map, Locked Team, Pirates Inactive All TEC Rebel Hard AI P1 Aggressive Dark Green P2 Defensive Dark Blue P3 Research Light Green P4 Economic Light Blue P5 Economic Red P6 Aggressive Cyan P7 Economic Yellow The AIs were not as upgrade-happy as I last perceived, but note that even at 2 hour mark, some of the AIs left many ships unresearched. When I broke the AI, they quite c