nah i like the classic style - bomb them with good ol' cheap nukes :LOL: though radiation effects could last longer like 3000 seconds.
DARI
I would like such an editor - editing with texteditor looks weird. would be nice if the editor had a counter for the number of descriptions. @carbon016 : there is an excel-tool with vb-macros -> not useful for people with openoffice
.. so iam not the only one who wondered why the trade and refinery ships didnt cost anything
you can always use a TextDiff and compare your mod files with the updated entries of the vanilla game. I use a free texteditor called "pspad" that has this ability
[quote]Yeah. I think this is probably the most common problem with modding Sins. Honestly, I don't understand why the choice was made to put it there as opposed to a MOD directory in the application folder. Any DEVs wanna shed some light on this question?Games For Windows certification requires some really stupid things.[/quote] Too bad that common sense isnt required... I hope that the devs didnt have to pay a single $ for that weird certification.
A customizable Smart-pause for events (Fleet arrived at destination, enemy fleet with capitals encountered, planet bombardment, research done, bounty on own head increased,...) similar to the game UFO:Afterlight could be useful especially with the speedcontrols in singleplayer.
[quote]C:\Documents and Settings\\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\[/quote] between the two slashes is the name of your useraccount name e.g. Administrator C:\Documents and Settings\Administrator\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\DARI this makes a mod visible in the options/mod menu that you can enable
Put the mods folder into C:\Documents and Settings\ \Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\ No backup needed in this way, unless you want to preserve an older version with same name. Just delete the mods folder. yes multiple mods can be installed - but only one mod(folder) can be active at same time. If you want to use several mods at once you have to merge them into one folder. As long as the checksum of t
Actually the bigger trade ships of TEC were turned into armed vessels But nonetheless you could change in FrigateTechTradeShip.entity the value of maxCargoCapacity 50.000000 to a higher value since each of the 3 race got its own tradeship entity. ..not to mention that if you set slotcount to a negative value you will get fleetcappoints.. if that is not an incentive to protect poor traders..
OK i found a way to add to max fleet capacity without research - wonder why it took me that long ... (in Research known as ShipMaxSlots ) just make a ship entity and use a negative value e.g. slotCount -25.000000 Much simpler: make the Tradeship have a negative slotcount like -10 . Or mod a slow thing like an expensive command cruiser or an orbital depot (speed very very slow just to move out of your capital ship yard) without weapons (juicy targets that give the attacker
btw. the AI build further stages of planetary upgrades! made 2 additional expensive fortification stages - a planet with 10000health takes some time to bomb it down with only a few siege frigates cut n copy to your favorite planet like terran home planet as the last infrastructure entry and dont forget to increase the stage counter by 2 : stage price credits 1000.000000 metal 300.000000 crystal 250.000000 upgradeTime 100.000000<
Freelancer looks like the ideal setting for a mod for sins (at least not another me too SW,ST or B5 mod) 4 major powers 2 sophisticated pirate factions that are a menace to all X several local criminal/renegade factions that harass the major powers in their area So are we going to play the 80year war in some distant future ? :d Good luck with your efforts ! here my suggestion for a name "Sins of a Freelancer" :LOL:
Looks nice especially the increased Research options and requirements. I guess i can leave some of the modded aspects out if i just use the vanilla file for it ?! now wheres the link to v1.0 of "Distant Stars Mod" or "Born of a Galactic Empire" ? *cough* Birth of Federation *cough* I like the Distant Stars name better.
@HorazonKain i tried the same - but it looks like the planetupgrades stages or orbital buildings cant have a variable like "ShipMaxSlots" (yet) else it would be very easy to make a ST-Armada like Fleet cap system. Lets face it the actual fleet supply system is to put it mildly bland. @devs : it would be nice to have a complete lists of available variables/modifiers/buffactiontypes for the different filetypes and having a modifier that can be added to en
MoonDragn : just buy a full range of good weapons but dont get broke (if you cant loot them) then the pirates stop asking you for money - if you have a ship that can kill dominators without problems then you can ask the pirates for your protection :LOL:
in my demo's, i would like to play the game a little bit, this is not making me want to buy it. too bad that the demo runs bad - but the full game rocks it is like pirates in space (trading, missions, killing, looting)(not that you have to be a pirate) using a kind of continuous turn mode to give you maximum control if you like. <TA
Huh? You realize that the cap is present in GC1, GC2 and will probably be in Dark Avatar as well, right? It's nothing new for the expansion. don' know gc1 but in gc2 i could save my 6digits of BC to make an empire wide small upgrade to my small ships - and i fortunately didn't notice a cash cap that would prevent me from saving the required half
On the contrary. A company or goverment hoarding cash will suffer consequences,,be it stockholders demanding larger payouts or paxpayers demanding that the cash is spent on inprovements that while giving the citizens an easier life doesn't improve the goverment's income. consequences are another thing (and would be the better solution as stated f
StarDock doesn't want the players to have loads of cash laying around according to Frogboy. That is a joke right ? And i thought that GC2 economy system with that money and capacity wasting sliders was just a convenient way to program a simple resource management system. But a hard coded cap for "cash" balance that is outright in
Does Anyone know of a way to get rid of the StarForce crap that came with it? well use a *beware-evil-word* NO-DVD from the www. that will also save time starting up the game. Or use winxp64-bit version - i got 10 or more identified copy protection drivers running and my system still works without problems, but then i don't use
i rather jump with an outdated maloqfreighter into a dominator stronghold than doing those terran "red-tape" quests !
Star Fleet 2: Krellan Commander ..good ol'times The manual is over 100 pages long, and its required reading if you want to even a
...you should know that the competition *cough* SE5 *cough* already has customizable build order lists to allow for almost automated planetary construction ! for MOO2 i had my custom build list written on a paper right beside my mouse - i want to avoid that with GC2 !
Cluttering the building screen with dozens of different buildings is still a bad thing. cant second especially this one enough ! I felt it with my own mod using those multiplier buildings in my personal mod (base 1.3 total rebalancing )- i had to watch each planet and count like ...oh my 6th factory finished now i have to build my fu
The problem with that is that if two ships with really, REALLY high defense attack each other, the battle could go on forever. The random rolls are there so this does not happen. I do wish that defense rolled higher numbers more frequently, which would make defense more worthwhile, but even then, there would still need to be random rolls. too bad