DARI

DARI

Joined Member # 2483984
0 Posts 11 Replies 206 Reputation

If the so-called ai is spamming AF turrets just because some dps calculations may look more favorable then lets just call it a spreadsheet-macro and not an AI ! btw i played fandangos first epic map should have a subtitle "pirates behind every rock" without pirate changing mods and no crash in 7 hours ! xXAequitasXx can you mod the add to bounty value to a higher value - like pressing shift does increase bounty by 5000 and not by the default 500 - that is after the pirate raid

261 Replies 363,494 Views

you got lucky that i wasn't involved making achievements: Luddite - win a game without researching a tech Old scrooge - spent less than 50000 credits to win a game Isolationist - don't colonize other planets / asteroids Planet destroyer - wipe out 30 planets in a single game with novalith cannon Micro-machine - 20000 user actions in a single game Lazy one - less than 1000 user actions to win a game Hardcore - won a game vs 7 Hard AI Insane - won a game vs 7 T

15 Replies 5,596 Views

[quote]http://www.youtube.com/watch?v=ZeY_78kEAow[/quote] THAT should be the effect for the RAZE planet buff and nothing less :CONGRAT: why not post the changed file(s)

17 Replies 11,496 Views

Gameplay changes looks nice - i just hope that the AI can cope with it ! It screws itself just by waiting to have enough resources to build smt. and then expand to get a better resource income rate. Maybe you need to tweak the research ai for the increased amount of labs needed. And i dont mind if i cant get even techlevel 6 on a small map - quit the contrary ! Good luck finding a way to have maintenance (in the sense of periodic expenses of resources/credits) on structures.

17 Replies 11,080 Views

unlike a gameplay mod no one can complain about being smt imbalanced - except those überpowerful +100 button that really needs to be nerfed :LOL: gj thx for that editor

18 Replies 11,568 Views

There cant be a thing like too much planet bonus ! Makes at least exploring the planets worthwhile. Is it possible to dynamically alter planet bonus e.g. a planet got bombed several times into oblivion and it gets the war torn bonuse or if a trade route runs for X minutes it may receive a trade bonus if the next planet to a system is a pirate base , make it have additional tacticslots like "increased police presence" or the other way a reduced trade bonus

40 Replies 84,637 Views

Well i guess not much comments cause no one complains about the imbalance of the +100 and -100 button Its just perfect in my opinion and very very useful if you want to change / add a lot of research subjects.

18 Replies 11,568 Views

here my feedback: 1. the rapidfire especially the autocannon fire of the akkan looks very good even as i was on the wrong side of the barrels :D 2.a)this was the first time that the AI carrier spammed me to death b)if you made that much changes to buff defenses, why not make a tactical structure like Point Defense autocannon that targets fighters and bombers and use that nice rapidfire gfx 3. now it is really hard (for me impossible) to take down a lonely capital

261 Replies 363,494 Views

at some (rather majority) grav wells that have a phase lane/wormhole connection to other systems are either a piratefleet or even a piratebase use your scouts and use lots of them

16 Replies 15,050 Views

I didnt complete it - just made a pause after 6 hours to make a few comments and rest. Player setup was : 10 players FFA random normal AI, locked teams, speed and research normal, resources set to low or normal (dont remember - but i have more than enough) Normal AI is really bad at economics - at least they seem to build insane fleets. Even after 2/3 player were wiped out (one of them my unlucky neighbor ;) i was still ranked in fleet as No. 9 ! only two of them could made

16 Replies 15,050 Views

Just played your map Fandangdo - with my evil expensive-tradeship-give-fleetpoints-mod The map works still quit good considering the really huge dimensions of the map. (At least on my rig : intel E6750@2,67GHz - 3,5GB usable Ram - 8800GTX) Slows a lot down if you use the 4xtime multiplier or more. Big fleets (around 3000 points) doesn't seem to be much of a problem - but then i reduced most of the gfx details except the planet textures and didn't watch the battles.

16 Replies 15,050 Views

[quote]Ya know... If all ships in Sins use have onboard antimatter generators and use it to power thier systems... Why does the TEC use old fasioned Nukes on planets? Why not just use Antimatter bombs? More boom.... And it's close at hand...[/quote] Cause they need it to power their systems... one can always mod the bombing damage % up to insane 4 digit % numbers :LOL:

17 Replies 11,496 Views

First of all thank you for all your suggestions, but i think i can throw that one away. [quote]Ehm, so if you files from your NTFS Windows system into your FAT/FAT32 USB file system, you get error?[/quote] i could copy them first - but then the reading got weird. Tried the stick at 2 different PC same problem the funny thing is in disk management the status is shown as healthy ! this is how it looks like : http://rapidshare.de/files/38639843/Sins_owne

12 Replies 7,684 Views

i got one very old 256mb usb stick / mp3 player that used fat - i thought that could be the case considering there were almost 900 files kicking into file system limits. After the first incident i used it on a rather new 1gb stick (buffalo) wit fat32 and this is the one that seems to be out of order. The files and folders had all weird looking names and the file info told me they used 110GB ! I always use the safely remove hardware button though the drive is even set

12 Replies 7,684 Views

It would be help if the modders would state the changed files or just pack the changed files.

10 Replies 6,598 Views

Just to place a little warning : wasted two USB-Sticks after copying the GameInfo folder of my mod to them. I could rescue the first one by formating it - but the second one caused even an error that format couldnt be finished.

12 Replies 7,684 Views

thats the right map for the weekend :D will use it with my fleetcap mod ...100planets - around 100 tradeports x 5 tradeships giving each 10 shipslots + the same with refinery ships = 10000 shipslots ... sounds reasonable for an empire this size (and thats the reason why this game needs multicore support) In the skat, shaula and mira systems there are homeplanets for each 2 players while some have no starting player in there. Me thinks that the players with a neigh

16 Replies 15,050 Views

[quote]you should consider also describing how to install mods on Vista[/quote] thats quit easy - use a quick'n'dirty ol'fdisk, install XP , install the game, see my old post and voila mods on (ex-) vista installation :LOL: SCNR maybe ask the official "Games for Windows" Representative that was responsible for this most weird folder structure in computing history...

54 Replies 149,133 Views