Found a bug in 3.1. Have 1.75 minimods for no super weapons and double fleet cap active, if it might matter. Playing as Rebel Alliance, relatively late game. Any Empire Immobilizer cruisers I capture through Garm Iblis' ability has permanent 700% phase jump inhibitor up on both themselves and the entire fleet, even with the inhibitor immunity from the Bothan Cruiser Hero, which is the only one that does not take the penalty onto his unit card. Other units say both 700% jump pe
Faceless_Wanderer
Popping back in to say Hi @Goa. The Rebel Alliance seems to be just right with 3.1. I see that you quietly updated the list of upcoming New Republic ships at some point. That was a nice little surprise for me and I still eagerly await it. I recognize that it will take as long as it takes, so I am swallowing the temptation to fall into some of the more annoying commentary that an excited mod consumer can lapse into. Thank you for the ongoing work and support from you and your team.
Thank you. Awaiting expansion version with interest.
I feel obligated to follow up to correct my earlier feedback. The key is in using a combined arms fleet of Rebel capships, primarily backed by squads of quasar fire carriers. You want a fair amount of Liberties and MC80 carriers, backed with a at least one to two of each of the other classes. Running with only one or two capship classes in bulk does not cut it. Restarting the same game from an earlier save: at end game with all research complete, the AI mostly runs away from my fleet and when
Re: Insurrection Center, thanks for the clarification. No problem about how Rebels handle with the minimods - that was intended more as an observation than an actual complaint. Again, I'm still not sure I'm actually playing them correctly. [quote who="GoaFan77" reply="322" id="3573635"] A few people have brought up similar concerns. I will say especially early on the Rebels aren't supposed to hold up that well in a straight fight, but they should tank extreme
Quick question - is the Rebel insurrection center considered to be its tactical super weapon, for the purposes of the no super weapon minimod? In terms of feedback, the one thing I believe I can reasonably testify to is that it seems like the Rebel's mechanics don't hold up well when fleet caps have been maximized (large fleet + deathmatch + double fleet). In particular, Imperials bring enough antifighter support to negate Rebel carriers, and so many interdictors that you u
Lurker dropping by to say Hi @GoaFan77 and thanks for your work. I look forward to New Republic in particular. I understand it made more sense to do the Rebel Alliance first and build from there. A bit hard to be patient but beggars can't be choosers. I only recently understood the plans to upgrade the Pirates into Mandalorians. Makes a lot of sense - playing on vast 10 side FFAs, the factions really throw their weight around on the map and a raid of the cartel member ships jus
So, I've been away from LH for a year or so, since a little before patch 1.7 was released. I had a different and smaller mod suite setup at that time that wasn't 100% compatible and had some glitches. It took some work but I have XtraDeconstruct set up and working with most of the other compatible mods. Thanks @Primal_Savage for answering my various questions while I was working through setup. Aside from one crash on attempting to generate a new map with resource and f
When used with XtraDeconstruct, does it matter that there is overlap between the X D preload and the Republic on the level 6 & 7 city mod? Is the Republic version different and required for the Republic to work properly, or can one of the files be deactivated to reduce system overhead? Thanks!
Quick question: I see all the different compatibility files on Nexus. If I load all those mods at once + deconstruct and the deconstruct compatibility files, will the other mods all play nice together? Or are some of them incompatible with each other, and the compatibility files are meant for picking and choosing only a few of them? Thanks!
Hello @Dsraider, Lurker popping out to state that I enjoyed Blood & Mana, and in the past I greatly enjoyed using it as a core part of my mod selection. I understand there are multiple parts to your mod, but will there be an update to 1.8? Will there be compatibility with CoS? I used it with CoS under 1.6 with Black Market Bazaar, Advanced Outposts, Patchwork, and mini modules from Parrotmath, and I didn't notice any glaring errors from the co
I love the increased creep waves, makes the game feel like more of a battle. I tried the Quite Insane Mod with the Skirmish AI mod active, and after awhile the AI seemed to shut off for most of the AI demigods in play, only TB kept up. It may have to do with the increased level cap in the Quite Insane Mod. This is a bit sad because the Skirmish AI mod does make the game much more intense when combined with this mod here.
Hi. I have tried your mod a bit, and I just wanted to say that i also like your models as well. There are some texture artifact issues with them, but I'm sure you'll polish that in time. I've also seen some 'uncolonizable' systems that have asteroids without the mining buildings on them. Normally those are already on the asteroids for the Capture ability. I wanted to make you aware of that, since I was not sure if it was a bug or a feature. Unless there is a new feature I have not see
1) Save the map files to the Galaxy folder in your Sins install directory. You can check the 'properties' of your Sins shortcut or startmenu item to find out where the directory is. 2) Open one of the stock maps in Notepad, and note the version number at the top. Whatever version you've patched up to, the stock maps will have automatically been updated to the correct number. 3) Open your old custom map or downloaded map, and set the version number there to the same number as y
I read somewhere at the swrebellion forums that the venator is on the test empire faction for now, but a republic faction will be made. that implies clone wars to me.
EvilleJedi is heading up the Star Wars mod at the link below. He has a large resource of excellent models from working on the Star Wars mod for Homeworld2, including an extensive clone wars collection. I would think it likely that his team will include clone wars factions or ships at some point. [link="https://forums.sinsofasolarempire.com/149136"]Thread[/link]
Eh? Starblazers with Space Battleship Yamato, perhaps?
Reposted from the other WC thread: If you get this project going, be sure to mention it to the [link="http://www.wcnews.com/"]WC CIC[/link], the main WC community. They are good at getting the word out and getting you in touch with other WC modders, who often are willing to share resources. There is a WC model archive [link="http://wcmdf.solsector.net/index.htm"]here[/link]. Please give respect to the authors by giving them appropriate credit as per the terms on their site.<br/
Are you planning to add Uzii's Sins Plus into the mod at some point?
I managed the website for a different WC project a loooong time ago. However, I am not a modder, never had the time. Two tips from experience: If you get this project going, be sure to mention it to the [link="http://www.wcnews.com/"]WC CIC[/link], the main WC community. They are good at getting the word out and getting you in touch with other WC modders, who often are willing to share resources. There is a WC model archive [link="http://wcmdf.solsector.net/index.htm"]here[/lin
Also, Bug Report: When a structure is in the research queue, the construction bar lets you select it. However, as the research is not complete, you are not allowed to place the structure. But, instead of saying the structure has not been researched yet, the game says a structure already occupies that space, even if you try to build in an empty spot. The error message needs to be fixed.
Thanks to Stardock and Ironclad for the great game, and taking such an interactive approach in working with the community on continuing to improve SoaSE! [B]for v1.03:[/B] increase the delay imposed by the PJI, effect whole gravity well add a toggle to remove diplomacy missions, or at least increase timeframe and reward or lower penalty. also, add the ability to impose missions on the other Ais. right now its simply a drain on relations, with AI often asking you to do thing