MADNESS!!! [color="#000000"]a perfect setup[/color]
UEF Soldier
I strongly recommend Galaxy Forge then. It allows you to precisely place every planet you want, and you can choose the phase lanes, militias, starting resources, etc.
I have you now! :HOT: [color="#000000"]That's Darth Vader for all those lesser nerds who don't know :P[/color]
The GalaxyScenarioDef file has the settings for the in game maps.
[quote]Yes, lower the planet detail, that will hugely improve your game, and prevent the minidumps.StarBases....I am all for them. I will be adding them later on, but most likely not in the 2.0 release, unless I can get my hands on some station models quickly. I may however, improvise by using the Cap ship or Frigate factory models, and then go from there. If I have the time, I will come up with models on my own.DANMAN[/quote] I think star bases would be cool. Having large tactical s
1) Its been a while using Galaxy Forge, and I don't quite understand the question. 2) Right click on the planet, and click edit. There you'll be able to edit the militias.
honestly, i believe that the ability is balanced nicely. Its easily interruptable, and every faction has an ability to stop the Marza. The TEC Dunov, Akkan, etc. And other factions have pretty powerful lv. 6 abilities as well. TEC is the weakest late game, and this provides a valuable buff to them.
I'm not sure about this feature, but I'm okay with it so long as you can toggle it off. What happens when you have it to repeat build a balanced fleet, but your opponent spams carriers, and so your gonna need more flak and carriers. Which would involve turning the repeat build off. And besides, I find that I have too much time to click on every ship and build evenly numbered and balanced ships. There isn't really a uber rush to get the right amount of each ship, and therefore this feature isn't
[quote]i changed the version number like you said but i noticed all the other formal maps are version 1. and it didn't work either way...any further suggestions?Technically speaking, nobody actually said before that changing the versionNumber worked. kryo suggested it in one thread when someone asked, and since then it's spread around other posts and nobody until now said it actually didn't work. So the assumption was it did[/quote] rofl :LOL: but i'm 90% it worked that way in v1.
The best way is to click on the thread tittle of the mod you like. Most threads about mods will have "[MOD]" as part of the title. The first post in each respective thread normally has a link to the download of the mod. Here are a few of my recommendations: [link="https://forums.sinsofasolarempire.com/306277"]7 Deadly Sins[/link] ^^ A mod which incorporates multiple graphic enhancement mods, adds new factions, and many new gameplay elements ^^ [link="http://files.filef
hey danman, still on vacation, but i'm keeping tabs on 7DS. Unfortunetly, I updated my game to the beta, and my 30kbps internet connection isn't gonna take another game download. I'll be back home on the 22nd, and i'm really looking forward to seeing what progress has been made, and how the new Beta C looks.
rofl :LOL: atleast your $10 richer, and you've expanded your tastes. :CONGRAT:
[quote]This is how to cheat it:C: USERS / NAME / APPDATA / LOCAL / IRONCLAD GAMES / SINS OF A SOLAR EMPIRE / SETTINGS / ACHIEVEMENTS.achievementsOpen it with word and change the FALSE to TRUE, on whatever achievement you want.[/quote] that's what a true space pony like me, would do, and did do. :HOT:
I just saw the ability in action yesterday, and i loved it! Its perfect for cleaning out pirates, and gaining a few levels. But when I tried ramming a lone lv. 9 marza straight into the center of a late game advent fleet, I saw the balancing effects in action. The ai (normal) disabled the abilities of the marza, just when the first few missles were coming out. Then, being surrounded, it died. :SNIFF!: A lesson learned, a lv. 9 ship lost. :SNIFF!:
yesterday, i was playing a 2v2 with the ai. me & tec, 2 advents, all on normal, fast everything. I managed to secure a chokepoint and built it up with my fleet. The ai did the same on his side, and we shared the bottom half of the map together. I presumed that the ai would be able to hold his own, and so i focused my fleet on the ai nearest me. Before I knew it, the ai lost 3 planets along the choke point, and was going to lose, fast. I sent in my fleet (lv.4 akkan (my
[quote]Please send minidumps to [email protected], they can anlyze them and let you know if you can do something to fix it on your end.[/quote] you can lock/delete the topic now, i reinstalled the game.
[quote]Did he have a colonizer already at the planet he reclaimed? I know it happens sometimes that if they do have one it will still auto-colonize, even though the AI is essentially dead - the combat AI works so his ships will fire (but not move around), but the empire AI is done and won't do anything.I remember seeing this since the first few patches.[/quote] he had a colonizer capital at the planet. his ships weren't stationary, they would move around the grav well and attack me.<br/
[quote]Did he have a colonizer already at the planet he reclaimed? I know it happens sometimes that if they do have one it will still auto-colonize, even though the AI is essentially dead - the combat AI works so his ships will fire (but not move around), but the empire AI is done and won't do anything.I remember seeing this since the first few patches.[/quote] he had a colonizer cap. but his ships would also move and attack me. they weren't just stationary.
so it was a free for all game, and i had used my novaliths to destroy Purple's planets. It showed him as defeated, but his fleet was still there, fought my fleet, and reclaimed one planet. but the diplomacy window still showed him as dead. http://files.filefront.com/glitchsave/;11368777;/fileinfo.html
No mods will work with the beta. Its because alot of the game files have changed. To play your mods, you have to 1) Revert back to 1.05 2) wait until the mod tools come out for the beta.
[quote]This is the Beta Feedback forum. You should try the Technical forum and if you get no help there. Email: [email protected] here and good luck.[/quote] yeah, I know that, but I was using the Sins beta, and my other games work properly. So the beta might have been part of the problem, as that's the last thing I did before letting my uncle check his email.
Recently, my computer suffered a crash, either from over heating, or a virus, i'm not sure. My uncle was using it, so I have no way to know what really went on. Anyways, after system restore failing, my firewall was also corrupted, and needed a reinstall. Likewise with iTunes. Sins doesn't boot up either, it will just load a black screen, the mouse pointer will show, and a mini dump appears. <a href="http://files.filefront.com/Sins+v105+2008+08+03+09+6dmp/;11335715;/fileinfo
AMAZING SHIP!!!!!!! :CONGRAT:
very nice! the story's great so far, but very very sad. :SNIFF!:
[quote]Also, I have to test them out, but HammerSun, part of the DANMAN SHIP YARDS, has produced an additional 15 ship models, from the X3 United game. These may be in soon....More to come!DANMANWow, can't wait to see them![/quote] qft, soo much stuff, i can't wait!