cszolee

cszolee

Joined Member # 963803
0 Posts 26 Replies 90 Reputation

I love the new release, but something seems to be broken in singleplayer. Klingons are OK, but either Dominion or Romulans as easy AI make a QTD in 5-10 minutes afrer starting a new 4-player game. With player as Federation, 3x easy Klingon AI, there's no problem. One more thing: in Fed research, Pulse Phasers have a lot of upgrades, but since it is only used by the Defiant and the fighters, it is way too expensive (compared to Phaser research for example).</

5,100 Replies 12,673,449 Views

Nice, I'm testing it soon ;) BTW there's another patch for those who use 32-bit OS with more than 3gb of physical RAM. Before, I could use 3gb out of 4gb, now I can use all 4gb :) I'm not sure if it is legally ok or not (addressable amount of memory is 4gb total, including all types of memory - RAM, Video RAM, etc - because of licensing reasons in 32-bit Win). <a href="http://www.pallab.net/2009/12/30/enable-more-than-4gb-memory-in-windows-vista-7/

2 Replies 3,866 Views

also got a CTD after about 1 hour of game. Something is really broken, that was working in the previous version. I'll try to locate the problem. It is definitely not Borg nor Klingon so it must be one of these: 2010.02.13. 10:41 4 179 FrigateDominionLongRange.entity 2010.02.13. 10:35 &nbs

5,100 Replies 12,673,449 Views

Here's a working "Phase Gate Scout" ability I made from the old PhaseScouts mod, it works with 1.17 and Entrenchment: http://www.filefront.com/14612003/StarMapEntr103.zip What it does, is all visited planets are marked as phasegate points. If you could make it a timed effect, and somehow project the effect to the target system, it could work, maybe you could make a novalith cannon-like projectile with the effect. So the entityBoolModifier "IsPhaseGateEndPoint" would ap

5 Replies 8,471 Views

Here's a perfectly working Klingon (or whatever) cloak, I'm using it with SoA2 E101. Of course there's no graphic effect, but everything else is there :) Ability can be toggled on and off. Thanks Whiskey144 for the "CannotBeDamaged" tip. AbilityCloakKlingon.entity TXT entityType "Ability" buffInstantActionType "ApplyOrRemoveBuffToSelf" instantActionTriggerType "AlwaysPerform" buffType "BuffCloakKlingon" effectInfo

29 Replies 26,927 Views

Is the version of the mod files correct? (I mean, do you use 1.03 ref data as a base with the 1.03 Entrenchment?) If you run the developer exe, it should tell you what the exact problems are. But no, Sins does not make lockups when enabling "broken" mods, or anyway else. If there's a problem, you get a minidump. Also, large mods (like Soa, DS, etc) can take a while to load, you can't press any buttons until then. Although even Distant Stars (720mb) shouldn't take more

8 Replies 2,694 Views

[quote who="darkshimmer" reply="997" id="2367410"]lol, don't make me raugh cszolee, how is the akira topic pointless yet your still talking about it in the rest of your post?[/quote] It is pointless, because you clearly know what you want to do with them, so arguing about price or whatever when the mod is at 25%, is just spamming the thread :) I was trying to recommend that everyone who is not satisfied with the Akira right now can try their own ideas. BTW will you put the Dom

1,969 Replies 4,014,374 Views

Well, this Akira-debate is getting pointless... Anyway, it's a simple text file folks, try to edit it and see if it works or not. That's the point of modding. For me, they work brilliantly with 4 bomber squadrons added, and they well worth the 48 supply points. Especially that no Klingon ships have anti-fighter weapons :)

1,969 Replies 4,014,374 Views

Put everything here: C:\Users\YOURUSERNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\SoA2 03E1> (replace YOURUSERNAME with your own) Put all mod files here. Then put all patch files here (overwrite if asks). It should look like this: C:\Users\bastya\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\SoA2 03E1 tartalma: 2009.09.09. 19:28 &nbs

1,969 Replies 4,014,374 Views

This is business. They can get a lot more money with a new (2.0) game :) If it is reasonably priced and contains more, interesting content, it may very well worth it. But we'll see, I guess.

24 Replies 28,085 Views

Or you can use research: researchFloatModifiers 3 researchModifier modifierType "HyperspaceSpeedPhaseGateAdjustment" baseValue 0.000000 perLevelValue 0.200000 researchModifier modifierType "HyperspaceBetweenSystemSpeedAdjustment" baseValue 0.000000 perLevelValue 0.200000 researchModifier mo

7 Replies 37,828 Views

And besides, realistic accuracy would cause enormous lags. Consider Supreme Commander: all projectiles are physical objects, not just graphics. In larger battles (100 units vs 100) it will kill my X2 @ 2300mhz. Now imagine the same with 1000 vs 1000 Sins ships, with all of them firing multiple shots.

7 Replies 9,982 Views

Wow. Can't wait to see! Haven't played a nice Borg vs everyone since Major A Payne's Borg Incursion series :) Too bad the Transwarp can't be made way faster than normal jump speed. And they having a Phase Jump ability effectively voids my argument about the Star Mapping idea :(

1,754 Replies 4,114,307 Views

The Major already explained it: "Once we get research implemented in the mod you wont be able to build most of the TNG era stuff untill at least tier 3. Some of the elites will require some kind of military research as well. That is all part of the balancing plan." Hence no cap ships in the beginning. I guess even a Lakota would need its Quantum Torp research :) BTW, Major, is it possible at all to make assimilation work? If you can manage the cloak, this should be also possib

1,754 Replies 4,114,307 Views