[quote who="devancio" reply="19" id="2348902"]Hello, thanks for the new release but after I download the mod and unpack the mod I get errors. I have redownloaded the mod twice and the winrar program keeps saying that all the files are corrupt, what could I be doing wrong? [/quote] I just verified this is the case. The file contains hundreds of corrupt files in it. Something must have happened in either the archive creation or the upload.
Stimson001
I see that you uploaded a different version from the one I originally downloaded. Are there any changes that make redownloading worth while? I don't see a change log or version update in the main post.
[quote who="Cheif50" reply="11" id="2330129"]why cant i download this mod?[/quote] At the bottom of the main post is a link to the download from filefront. I just checked the link and it still is working. If that isn't working for you try a different browser.
[quote who="Canute000" reply="9" id="2329800"] One thing that I noticed, you gave the TEC starbase the ability to move. Well, the problem is that it won't move on its own, you have to make it. I'm not sure what's causing this but it sits in place and will not approach attackers. No they will move at their own when you set the engangment range from "Hold Position" to "Gravity wall" [/quote] Yes I figured that out like 5 minutes after posti
I like what you have done so far. You sort of blended the TEC fleet with the pirates. What would be even better is if you could sort of blend the capital ships with the Vasari capital ship types. This would probably require some modeling to do this correclty. You also have sort of blended the TEC with the Vasari techs. Only on the civilian side of things with the bottom category. This definately needs more fleshing out. One thing that I noticed, y
One item to make a note of, after researching arctic / volcanic exploitation, those planet types are still uncolonizable. I found this playing the TEC, not sure if the other factions are effected by this as well.
Yeah, I wouldn't mind trying this but I get the file limit has been reached page as well.
[quote who="JasonFJ" reply="10" id="2149184"]Stimson... I just started a new game and there was no problem, so it's probable you are playing an old saved game. With the research tree enhancement, all saved game existing ships lose their ability. You could try making new colony craft. Can you confirm this is what is happening to you? Vunda... lol I'm not sure where you are seening SS Ownage, but it's not in the mod I made! As for use of Tartan and Carrack ships, it's the opinion of
First thing that I notice right off the bat is that you can no longer colonize artic and volcanic planet types even if you have researched the tech. I'm not sure if there are any other problems at this point. I'm having trouble spreading out and obtaining more technologies and a substantial fleet size without those planets.
[quote who="JasonFJ" reply="3" id="2147260"]If I could get a properly textured Death Star mesh (preferably with nice alpha and specular channels in) I would gladly include this as a starbase mesh! As for research trees, I've just released the 1.7 final release candidate for Requiem (it's on http://sins.imperial.cc in the Modders forum for download link). It includes some changes to the research trees (Tech Policy replaced by Vasari Oppression research, removed autocannon research,
[quote who="rebus_forever" reply="17" id="2132073"]allmy modded ships are black : ( please direct me to correct link that explains how ive been stupid or explain also will the next fix be on the same site as others as the support and dl instruction page seems to be unavailable [/quote] If I zoom in on the ships they turn very dark. When zoomed out they appear the correct colors. I'm not sure what the reason for this is but it seems to happen wit
[quote who="Barbaric Penguin" reply="12" id="2131078"]I got the level 6 ability - the quick build fighters. It was after that when I had 3 points in repair, 3 in embargo and 1 in quick-build fighters. The next point was unspendable in any category, including Heavy Fighters that never was enabled.[/quote] This did not happen in my game. I was able to spend all my points. Make sure that you installed all the patches in the correct order, I know if you don't do th
[quote who="Barbaric Penguin" reply="7" id="2130918"]I found a problem when playing last night. The second Imperial capital ship (forgot what the name is, but second one to choose to build at start) has a problem when it reaches level 8. I had a level point, but there was no where to put it. I had 3 points in repair, 3 points in embargo and 1 in instant strike craft build. Heavy Fighters never enabled, and everything else was not enabled, either. Also, I fin
Second find, the Novalith Research cannot be started. Says that it needs 1 point in extended range missles and I have 3 points in it now and cannot research that Novalith cannon.
Starbases still do not have the phase disruption ability from the start. It is too fun to watch tie fighters / bombers blast a target. Their sound is a bit overwhelming if you have your volume turned up though.
[quote who="vunda" reply="24" id="2129308"]when i'm installing the updates, do i overite all that's inside the original folders with the new stuuf or just copy the new stuff into the original folders?[/quote] Yeah, just rewrite over old stuff. That has worked for me.
Normally there is an icon in the list of skills that the starbase has. I also watched several fleets of pirates jump into my system with a starbase. Usually they would all be tagged with that effect but I haven't seen one of them yet to get that.
Another item I have noticed is that the starbase does not have the phase disruptor ability applied to it. The tech that boosts this ability is there but doesn't add anything to the starbase. I'm not sure if this was on purpose but it should have the 30% damage / 100% anti-matter lost ability from the get go. Also, not sure if you noticed this from above: Loronar Cruiser is buildable without doing the required research. Another item that came up, the
[quote who="Warmaster55" reply="16" id="2128205"]Stimson Did you apply the 1.4 patch to a 1.3 version? I'm wondering because I didn't get to install the 1.3 patch before the 1.4 was released, I know the patch says the upgrade should work for 1.2 or 1.3, but two people trying to go basically from a clean install are having troubles jumping the gap that the patch is supposed to support.[/quote] I've gone from 1.2 to 1.3. Today I grabbed the 1.3 to 1.4.
I hope you guys aren't loading saved game. I believe it was stated before that upoon upgrading, saved games became invalid. I'm playing 1.4 right now and have had no problems.
Nice addition of the Tie Fighters / Bombers. The only thing I noticed was that hanger defense facilities still have the old TEC fighters / bombers. I think the Death Star would fit nicely as the starbase. We are looking to have a balanced mod to play with the stock races here so making an overly powerful version would be out of the question. I think it would just be over the top to see a Death Star flying around your gravity well protecting your colony.
One thought I had was for the starbase for the Empire. Obviously if we had a model of the deathstar it would be great. I think it should be able to move about the system like the Vasari Starbase does, but it cannot phase jump out of the system. It could also have the ability, once reasearched, to shoot the main cannon. You could use the Advent's Radiance Cleansing Brilliance as the ability. Just a thought, would be awesome to just see the Death Star flying around
I'm not sure what could have happened to the turrets but I restarted a game and am playing as the TEC and the turrents will turn towards enemies again. I'm not sure what changed to make the turrets work correctly again other than playing as a different race. It isn't the turrets on the ships that turn, I'm talking the planetary defense turrets. In a large battle with lots of bombers and fighters, which happens mid to later game, the lancer frigate gets killed almos
Another thing to make a note of, it seems that turrents no longer will rotate to shoot at an enemy ship. I've seen them rock back and forth shooting at something but they will not rotate around to shoot something that has gotten behind them. Now I don't normally play as the TEC, I'm an Advent player, but I'd assume that if their turrents rotate that the TEC's would as well. Did you change that way the turrents function?
http://sins.imperial.cc The link was in the post at the top. The download is version 1.2 but there is a small patch to version 1.3 below that download.