[quote who="Malanthor" reply="6" id="2275120"]That always happen although sometimes its easier and sometimes harder but alot of ships always appear. Just get your defences up and some capital ships and send them packing.[/quote] Pretty much. :)
Kiedjor
Some structures use the siege dploy ability platform. So after so many seconds the ship explodes and spawn the same indentical ship. So. there only one wave from that structure.
GO shadow! :)
Well, I can make two version with one having less and one having more NPCS.
Yes, it works with 1.03. Thanks!
The NPC dont mine they go through a complex return armada ability tree like system. For example, the starbase deploy's a ship for every 360 secs, if that ship takes a certain amount of damage, it deploys another ship or ships. It can go on and on to give encounters some interesting skirmishes. Ya i probably increase the v.2 caps alittle more too.!
I'm also considering increasing the mines per planet. :) To help the early expansions.
Make sure when your playing either use TECH PC or Advent PC the TECH AI and Advent AI are for AI.
[quote who="SpardaSon21" reply="13" id="2261224"]Okay, then Kiedjor should remove the Bombardment Platform so people aren't KO'd by them.[/quote] They hardly do any damage, the bombard platforms and you can kill them easily. [quote who="ShadowMastiff2468" reply="14" id="2261260"]Yeah Kiedjor!!!!!!!!!!!!! He's back +_+ lol[/quote] :)
Update 06-15-09: Not yet released! Will release next week. 1.Fixed the repair problem: Gave tech 2 logistics captial ships and tech 2 repair platforms the Nano repair ability, where they basically retrieve the technology adapted to their own ships and stations. 2. Persistant ship wrecks has been removed due to immense lag. 3.The logistic and combat slots will not be modified (this is from the mad scientist mod). 4. Speed will remain the sa
Ya, I noticed that too when I was playing. Sorry for the bugs!
Thanks for the feed back, I will make changes. Thanks for the feedback!
I see, i'll look into it.
Ya, I agree the bombardment plats needs to be decreased. But, there are time when your gonna be overunned . It has happen to me many times. Also, remember the captial yard can spawn 2 ion wave cannons for additional protection. :) [quote who="riviaguy221" reply="25" id="2256708"]is there any reason why the speed of all the units has been reduced so drastically? [/quote] Nope its just some ships are faster than others. :) Thanks for your feed back! :)
whaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.............!
Hey Teal! I missed your cheerful text :)
Thanks! I just tried the mod under 1.03 patch for entrenchment everything looks okay. I will also take a look into celestial bodies mod and see if the modder will let me include it. :)
Thanks shadow :)
Models are pretty much moving some of current models to look like new ones are merging two models together.
Video is up displaying the mod. Posting the Read Me info: SOASE: Unknown Darkness Mod The Prequal(BETA) by Kiedjor For 1.02 Entrenchment! This mod is combination of different mods: [MOD] Volumetric Explosions&Damage Effects ver. 1.13 Entrenchment compatible and Dynamic Battle System (ver. 0.9) which are awesome BTW! By MANSHOOTER [MOD] Sins
NP! I'm planning to release a beta version of my mod out b4 1.03 comes along cause it will take awhile to convert everything to 1.03. So far I merged pretty much all I have listed except Urban Expansion mod by Xselens which will be added at a later date when 1.03 is up. The universe at war is pretty solid, might need a few tweaks but it's pretty good at evolving and expanding. The icons are not yet finished and wont be due to the time involved in putting it in game, this will also be added in
Ordian if you have any problems with me including your mod in my mod, send me a pm. I'm planning to release it for 1.03 entrenchment. I will give you credit of course! :)
Natural Selection 2! Here Hope you guys can put in on impulse! :)
Update:05-30-09: working on 2 versions for advent and tec one version will be player controlled friendly and other will be AI friendly. Mod additions: [MOD] SINSounds by gurkoz, good sound mod <
I am currently working on a new version which is a prequal located here : https://forums.sinsofasolarempire.com/352029 I plan to have the vasari as the invading force, the pirates as a raiding force and advent and TEC the playable races. Their will be a player controlled advent/tec and a AI controlled advent/tec for better soloplay against AI.