keithLamothe

keithLamothe

Joined Member # 2628756
2 Posts 135 Replies 25,008 Reputation

Wow, this thread hit page 10 in less than 12 hours... Anyway, I just wanted to update with a reference to the 1.02 changelist that Brad so kindly posted [link="https://forums.sinsofasolarempire.com/?aid=175509"]here[/link] [quote]-Game update rate change hooked to - and = buttons (singleplayer only).[/quote] It's conceivable that "update rate" refers to something other than game speed, but I'm thinking it means game speed. If so, then I think my request is granted, or

9 Replies 25,617 Views

vonPoon, As soon as they let us extract the binary .entity files into an ascii format, it will be much easier to get ship stat lists and similar raw data. 'til then it would be unnecessarily painful ;) But thanks very much for setting up a wiki, I had been asking about it because there didn't seem to be a "gaming" wiki for SoaSE (at least not in English). The idea has great potential if we contribute.

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"Personally I intend on playing the game for longer than two days before i start figuring out how to mod it, and obviously waiting on the Forge Tools." Where's the fun in that? ;) j/k...

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It is an RTS, but it feels very 4x-ish, particularly in the pacing. I can play 95% of the game completely zoomed out viewing the entire solar system at once, and walk away from the computer for minutes at a stretch and just listen for any alarming audio cues (which is why I asked for the ability to change the speed in-game, to speed through those times, and I think that request is being granted in the next patch, thanks Devs =) ). I've only briefly played with multiple systems, and I think I'd

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JOCool69, I think the code block in Reply #1 gives the specification of those options. That may have changed since that version, however. My guess is that the game will pick one of the lines under the option name with an even-chance random choice. Thus those lines that occur more than once under an option have a higher ("weighted") chance of selection than those which occur only once.

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Tsed, https://forums.sinsofasolarempire.com/?forumid=443&aid=174634 ([link="https://forums.sinsofasolarempire.com/?forumid=443&aid=174634"]Link[/link]) , Reply #9 To quote: "At the moment, there is no in-game scripting in the way you are thinking about. It may well be added in a content update later though." Put simply, they didn't need to implement scripting to implement the game (no campaign), so they didn't put it in purely for modability's sake (that'd be a lot of

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psugar, thanks for helping us out despite our "jumping the gun" ;) Copying the entire GameInfo folder to the Mod directory gives the same behavior for me (no crash, but also no modded effect). The same mod made to the "real" gameplay.constants file in ProgramFiles/... will work correctly. My test was modifying line 414 of gameplay.constants from: 413 gameSpeedData-Normal 414 incomeGameSpeedScalar 0.15 to: 413 gameSpeedData-Normal 414 income

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Spartan - can we stuff the Wikipedia page with data on all the ships, strategy, modding tutorials, etc? I thought the Wikipedia folks typically request that such content be moved to "gaming" wikis.

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When SD/IC provides the tools to work on the .entity files (which are now binary instead of ascii), I'll be happy to help you with that. Time limitations may restrict how much, but I'll give it a shot. Depending on how user-friendly the tools they give us are, you may be able to do it yourself.

16 Replies 13,984 Views

Mods to the gameplay.constants work fine if made to the C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\GameInfo version (I tested this after testing the above). But yea, I'll hold off on the modding bug reports until you actually tell us we can mod ;) Edit: thanks for the replies from SD/IC, these forums are moving pretty fast right now and it's nice to know it wasn't lost in the shuffle. Great product support, as always =)

15 Replies 11,908 Views

Raziaar, thanks very much for your effort. Question for Ironclad/Stardock - do you have any objection to the public distribution of the manual? (the file linked in the OP is essentially that, and it's still there, so I figure not). If not, would you mind if it were adapted to a Wiki format and updated to reflect the changes since the paper manual went to press? Question for community in general - is there a Wiki for this game? Closest things I could find was the Wikipedia ent

13 Replies 25,935 Views

You can also mod the Gameplay.constants file in the C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\GameInfo directory (replace "C" with your main drive, if applicable), editing these lines: (NOTE: please backup your Gameplay.constants file first! normally using the "Mods" directory would be safer, but it seems to cause crashes right now) starting at line 431 researchSpeedData-Slow researchRateGameSpeedScalar -2.0 researchSpeedData-Normal

9 Replies 19,237 Views

I typically use auto-place for civilian structures and manual-place for tactical structures. Sometimes it puts the civilian structures in vulnerable places, but I'm willing to accept that inefficency since it's so much faster to use auto-place and the civilian structures are not so crushingly important that losing a few breaks me. On the other hand, I do tend to put my labs in the not-on-the-front-lines part of my empire.

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I just tried a similar thing to test, except I didn't change ANYTHING about the gameplay.constants file (I opened it, but didn't change anything or even save the file), and copied it to: C:\Documents and Settings\(my user name)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Test\GameInfo\ And then started the game, went to mods, enabled the mod "Test", which resulted in the "Enabled Mod" and the "Enabled Mod Checksum" fields being populated (with "Te

15 Replies 11,908 Views

I would also like to see the interface update more readily to show orders given while paused, but it's not a big issue due to the ability to usually give the necessary orders while the game's running. Another example is tech research, you can queue up research on available techs, but you can't queue up research for techs dependant on the one you just queued. For example: while paused, you can queue lvl 1 & 2 of the first terran planet max-population boosting tech, but you cannot then q

7 Replies 12,978 Views

"Firstly, what are fighters used for usually?" Killing bombers. Also harassing other ships. "Should i just always have bombers in the docking bay? Or is their strength only useful for capital ships?" I've seen them do decently against anything other than fighters and flak frigates. They way I play the bombers and fighters are the fastest things to reach the enemy and do damage, which is important when the enemy ships are trying to evade my fleet or jump-in-jump-out.

1 Replies 8,853 Views

I agree that the current Phase-Jump-Inhibitors don't do quite what I was hoping they'd do. They do make it easier to take out those pesky scouts or small raids that tend to pop in and pop out, but it doesn't present a "do or die" situation to an attacking fleet of significant size. When I build a planet up for choke-point defense, I want that sucker to be a WALL ;) Once the modding tools are out, we can presumably make PJI's more to our personal taste by changing the modifier to jump

11 Replies 13,558 Views

I suppose it could be argued that the Novalith requires intense and constant maintenance (particularly after firing) and that the lack of the support infrastructure renders it unusable (do you really want *THAT* to malfunction?). On the other hand, dropping from 8 mil labs to 7 probably wouldn't justify de-activating the Novalith from a "realism" standpoint. It does improve gameplay, however, as it allows you to counter a Novalith bombardment by taking out military labs rather

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lordkosc - agreed (though I intend to do that through mods, if the devs want to do it in the "official" version that's fine too). The other part is to allow the player to switch between "slow", "normal", and "fast" during the game. At least in my experience, no one speed setting is appropriate for the entire duration of the game. It still plays fine, but I'd have a lot more fun if I could switch the speed.

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Kohan is awesome. SoaSE does remind me of it due to the ease of macro-management, but the difference between company management and individual-unit management is huge. I don't miss it so much in SoaSE because all I have to do is send (or rally-point) ships to the grav well I want to reinforce and they join up with a fleet and auto-engage any enemies. I don't even have to zoom in, for crying out loud. I think SoaSE does a better job than Kohan in managing tech-advancement; not

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Time compression would be fine, I'm not sure how it would differ implementation-wise, however. Something like 'skip to 10 seconds from now, stopping in the middle in case of an event' would work, but I imagine that's more complicated than changing the time-multiplier variables. Whichever is easier for the devs. And Spartan - sacrificing virgins has problematic long term consequences, and not just for population growth.

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Personally I'd say C) (leave it alone), all the necessary changes will be moddable (and the remove-the-pirates option is already available via GalaxyForge). That's because I take the attitude of "If I want it changed, I'm willing to work for it", and if the mod tools let me do it, I'm fine with that. But if lots and lots and lots of people want it and don't want to fiddle with the mod tools... well, do what you think is best service for the customers, balancing the other change

61 Replies 97,814 Views