Seleuceia

Seleuceia

Joined Member # 3020178
9 Posts 899 Replies 24,876 Reputation

LFs Like before, LFs are countered by LRFs...this is a pretty hard counter, one of the harder ones in the game... The new ships, corvettes, counter LRFs...of the 4 early game counters, this is definitely the softest...be wary of trying to counter illuminators with corvettes, especially if you are Vasari... Flak counter corvettes hard ...this is probably the hardest counter in the game (flak vs. fighters is the onl

10 Replies 17,405 Views

[quote who="ZombiesRus5" reply="53" id="3368461"]You do realize some asserts are more like debug statements and not actually errors. [/quote] I do...but why not put it here for completeness?

105 Replies 354,249 Views

Since this section of the forums gets a bit more traffic, I figured I'd post here as well... I have completed an Unofficial Gfx Patch that fixes many graphical issues or inconsistencies in the game...the biggest component is the new planet pictures and icons that match the new high res planet textures....other smaller changes have been made that fix errors or inconsistencies... Here is a link to the

4 Replies 22,587 Views

There is only one metal resource asteroid mesh and only 2 crystal resource asteroids...I will be omitting the crystal asteroid that does not have any corresponding picture/icons (in my opinion the one I'm keeping happens to be better looking)... As for the asteroids, I will be using the 3 that have corresponding pictures and icons...one of these will be the dead asteroid and the other 2 will be normal asteroids...in my opinion, this happens to include what I think are the 2 best l

36 Replies 61,431 Views

I shall reiterate a point made earlier... "...if you want the old system back you will need to do it with a mod..." No one is preventing a player from wantonly jumping Orkies everywhere...the original modifier is still in the game, all you have to do is change one line in one game file to play as you wish.... There is a researchSubject entity for starbase mobilization...change the researchbool at the bottom to the orig

58 Replies 182,786 Views

Assert @ C:\Projects\P4\SinsRebellion\Release\CodeSource\GS/Entity/Interfaces/ITitan.cpp(272) m_UnspentUpgradePoints > 0 I keep getting it as my titan levels naturally in the dev.exe...I also seem to get infinite ability points....

105 Replies 354,249 Views

I'm no 3D artist and I really can't add any new meshes or corresponding textures...best I can do is recolor existing textures or fix 2D art... I'm not actually aware of anyone tackling the asteroids in a mod...is there even a mod where they have better asteroids? All the mods I've seen just improve the planets...

36 Replies 61,431 Views

[quote who="Seleuceia" reply="1" id="3368238"]if you want the old system back you will need to do it with a mod...[/quote]

58 Replies 182,786 Views

It's not a bug it's a feature...they can now only jump to gravity wells connected by phase nodes... This was an important change in order to balance the otherwise grossly OP VR...if you want the old system back you will need to do it with a mod...

58 Replies 182,786 Views

[quote who="Eilarais" reply="59" id="3368182"]It's doesn't result in an added dimension to the gameplay; it's more like having two volume knobs for the same pair of speakers. Just another slider to keep track of.[/quote] The Total War series says otherwise, but that's another matter... The greater issue with tactical battles honestly is the AI...historically, it has always been an AI weak point and tackling that would be a huge deal for a small company....

136 Replies 732,998 Views

In my personal mod, metal and crystal asteroids only exist at asteroids and gas giants (respectively)...they also give a lot more metal/crystal per second... In this mod, asteroids and gas giants are colonizable but have no planet upgrades and no logistic slots...basically, you colonize them for the sole purpose of building extractors... The result is that you are forced to fight many battles at planets without any sort of defensive structures....it makes turtling har

3 Replies 3,051 Views

As an update, I have planet pictures done/redone for the following planets: Terran Ice Desert Volcanic Oceanic Ferrous Barren Greenhouse Dwarf (both of them) Gas Giant (both of them) Occupation Planet I will likely only be using one mesh for the asteroid (and the 2 corresponding sets of icons/pictures). Dead asteroid will be like it was in first patch...

36 Replies 61,431 Views

At the very least, my mod will make changes to some brushes files and will change the Icons_planet texture sheet...it will also make a few changes to some particle files (related to magnetic cloud and stars)....some other entities will necessarily be affected since they will have to refer to new brush references.... I may make changes to the planet entity files and a few other entities (such as any structure or ability that has its icon/picture swapped) that could be deemed a

36 Replies 61,431 Views

I'll look at it, but to be honest I don't really remember what the old icon was.... Anyway, I will hopefully be able to release a new gfx patch soon...it will include the relevant fixes of course from the current patch, but it will also include pictures/icons for all the new planet textures... I'll probably switch the icons for furious defenses and group shield, and maybe recolorize them....I may fix some of the gfx inconsistencies with pacts, but that's really

36 Replies 61,431 Views

I think we could summarize this thread as follows... SD did a great job advertising the DLC's release ...but they didn't bog down their advertisements with all the new modding capabilities that were added (which makes sense)... Thus, many people don't realize how much new stuff was actually added...

23 Replies 19,636 Views