[quote who="IROKONESS" reply="11734" id="3387763"] Banned for it was rainin hard in Frisco. [/quote] Banned for banning!
Valendale
[quote who="ARESIV" reply="15" id="3387058"] Back in Vanilla, everyone wanted to have space mines..... so the developers naturally are quite reserved to change them.[/quote] I never wanted them, I really think they should have a toggle function, or that there should be automated drones that destroy them, at least after capturing a planet or building a Starbase.
[quote who="Ryat" reply="13" id="3387027"] Quoting Valendale, reply 11Yeah but you have to manually position the scout onto each mine. If you want it done quickly yes. If you have already secured the area then you an just leave 1 or 2 scouts behind with a carrier or two of fighters and they will clean up the place. Slowly. Personally I don't even really worry about them anymore aside from taking them into my calculations of loses for attacks. Usually whatever is lef
I hate having to spend hours learning how to perform delicate code surgery just to turn off mines. Any chance you can share that mod?
[quote who="Yarlen" reply="9" id="3387394"] We've looked into these previously, but unfortunately they would take too long to implement.[/quote] It would take too long to implement a toggle option? You've got to be ####ing kidding me, that is bull #### Stardock. If modders can make mods to disable super weapons it can't be that hard! And there are already automated builder drones, would it really take a long time to give them a mine defuser function or something?
[quote who="PFC_Sheridan" reply="6" id="3386976"] Quoting Valendale, reply 5Wait, how do you make them do that automatically on a 4x grand strategy map with more than 30 stars? Build 10 scouts and right click on the "Explore" ability so set it on auto cast they´ll fly around the universe and scout every single planet (and get killed on contact with ships other than freighters) [/quote] But that's how to make them automatically
Banned for not gaming enough!
[quote who="harpo99999" reply="3" id="3386967"] scouts will 'eventually' scout out the mines [/quote] Wait, how do you make them do that automatically on a 4x grand strategy map with more than 30 stars?
[quote who="PFC_Sheridan" reply="9" id="3386957"] I would love to see some more.... faction based differences. The Loyalists and Rebels are to similar, imo. Yeah, they got some nice differences (double starbases and so on), but there is a need for more specializations, Would be cool if the TEC Rebels would get some sort of retrofit program for their Kodiaks (add some missiles as additional weapons) and Percherons (mobile Flak, just like Hangar Defense structures).<
[quote who="Skrimyt" reply="8" id="3386947"] Play Advent Loyalists. Research Mine Control. Let your Aeria Drone Hosts fly through the mine fields. They are now yours.[/quote] That is an AWESOME tip, but it only works for advent loyalists? So otherwise you have to manually set a scout to each target area? So if I have a star system guarded by 10 pirate bases... That's very impractical. I appreciate the tips, but I think Stardock should do something, be
Yeah but you have to manually position the scout onto each mine. Which is not practical on Grand Strategy scale maps, with 30+ star systems, 50+ pirate bases, and 3 factions of TEC.
Banned for not having enough occupied star systems then! 4x demands grand scale, otherwise it's not 4x!
Banned for not having enough neutral stars in your map!
The problem though, is you have to manually click each of up to a hundred mines, or use a fleet or something to destroy the mines. That's fine for a small map, with a few planets, but for grand scale games, like a proper 4x map, it's very frustrating.
[quote who="GoaFan77" reply="1" id="3386893"] Not everyone hates them you know. I toggle would be nice but I don't think its a huge deal.[/quote] And the glorious thing about making it AN OPTION is that people who like to play grander scale games and don't enjoy being constantly spammed with super weapons fire can turn them off, and that won't effect you in any way! [quote who="GoaFan77" reply="1" id="338689
Oh, well I guess I'll just build a massive fleet of self destructing scouts then. Oh but then I have to manually position each scout around each mine don't I?
[quote who="GoaFan77" reply="3" id="2554189"] No existing mods, but it is pretty easy to do (I'm assuimg you know how to edit entity files already....) [/quote] Stardock kind of sucks for requiring us to learn how to perform code surgery in order to disable something a large part of the community has hated from day one and should have been able to disable from within the game, or at least build mine sweepers to disarm.
It's ridiculous that we even have to scour the internet for mods like these when these are, indeed, trivial options that should have been present from the onset. At the very least there should be mine sweepers and the ability to turn off super weapons.
I'd like to add to that Bomb Disarming Drones for all those entrenchment mines and the option to disable super weapons from within the game. I mean come on, that should be in the game!
Thanks for making the game way more annoying than it needs to be.
There are certain things about Sins, things that would be easy for Stardock to resolve, things the modding community has had to resolve, that should have been resolved long ago. #1: I should not have to download mods that may conflict with eachother and constantly check for new versions after every update in order to turn off Super Weapons. That option should be available from within the game. #2 Entrenchment Mines, VERY BAD JOB HERE GUYS, the onl