Well something is wacky here. I cannot access the Atlantian race either. I had to uninstall and then reinstall SOSE to patch to 1.04 so it was fresh for 1.1. I also noticed that the transition screen problems (picture misaligned) was fixed and the menu no longer notes the mod's name. I have uninstalled and reinstalled the mod a few times and it is the full 494 MB, so I am at a loss to what is wrong since PlayerAtlantian.entity is there. Windexglow, no the edit button is MIA.
FourAcesII
Which version are you playing? I think that DANMAN tuned them down in 1.1 (requires patch 1.04). They were a test race and a work in progress and were not considered balanced for a regular game. Just make sure that Atlantians are not one of the races that can either be randomly chosen (see previous post in this thread from DANMAN) or select the race for each of the AI's. You could alway try a game where you and your friends are all Atlantian and see what happens. ;)
Blair, thanks for the files and info. This will certainly make things much easier, translating into better mods. A virtual pint for you!
The problem with the AI 'wandering off' from the target is a problem with the patch and not your mod. Others running Vanilla 1.04 have noticed this too. See my PM for more.
All Mods have to be reworked for each patch. Just like the savegames will not work from 1.03 -> 1.04, a 1.03 Mod will not work on 1.04 (unless it's just textures). Check your Mod's thread for details.
Darkheath, have you tried running HW2 in NT mode? Go to your homeworld2.exe file, right click, choose compatibility, and then set it as NT SP5. Running it as XP SP2 didn't work for a friend but he said that NT worked just fine. The patches are all inclusive, but this latest one might have a few glitches and most of the mods are for 1.03 only, since the 1.04 Tools are not out yet. You may want to start with 1.03 and then upgrade to 1.04 in a little while. Cheers!
From my gameplay experience with 1.03 and now 1.04 it looks like a tiny starting point target to begin the jump. A fleet becomes jammed (bumper to bumper) and as they reach the point they then jump. This can fragment a fleet something fierce. For larger forces I like to break them into smaller groups, park them near the jump point, and then jump them one at a time. They actually jump much faster and arrive within a few seconds of each other, so you don't get crippled from the start of an att
There are a few issues with the Forum that have been driving me nuts for the last few weeks. I have dropped a few notes about it in posts for the Devs/Webmaster but there has been no notice so I am creating this thread. If you are having any issues that are not listed below please add them so we can have the best forum experience possible. 1) After editing a post you are dumped back onto the first page of the thread, instead of being retuned
[quote]if this was intended to stop people from researching too high into logistics.[/quote] I would think that the high cost of researching each level of logistics is what keeps players from going too high. I concur that having to pay for a fleet you do not have is silly. Anyone know when the 1.04 Mod Tools are coming?
Kiedjor [quote]I'm also thinking of different ways to buff culture like a mobile broadcast unit? dunno:P[/quote] You could just tweak the culture effect of a few of the Capships to give them a larger effect. The dreadnought class ship, with their bombardment capability would have the most, with the colonization class Capships having the second highest amount.
Hey Danman did you compile the new additions into a 1.03 compatible version and then update it to 1.04? I am wondering since I updated to 1.04 and got your 1.1 but there are some problems with 1.04 (AI switching targets for instance). I am going to downgrade to 1.03 until it is fixed, but of course I would like to explore your latest and greatest comp. If not I can wait until the hotfix comes out for 1.04 or someone tells me which of the 896 files are for combat heuristics so I can fix them m
No it is not. It can happen in as little as 30 seconds into a Capship duel. This is new behaviour, it was not present in 1.03. The re-targeting when the current target is near death was there in 1.03 and still works in 1.04. This appears to be something completely different, and has now forced me to abandon a game after losing two fleets during a three fleet simultaneous fight. Reloading gives me fifteen minutes of precognition and is essentially cheating, so I will not do it. I
The Dauntless [quote] except minus the wownode [\quote] Wow6432Node is only on 64 bit operating systems.
I did not state it in my original post, but I am using the manual patch. I like to save them so that I can use particular ones for particular mods. I guess I'll have to try and edit the registry manually then. Thanks Psychonic and CommanderAdama! Additional Obviously the program installer (not patch) is not working properly, since uninstalling removed none of the files. So I did it manually and then reinstalled Sins. After checking the registry to make sure
The install target in the registry is reporting that it is looking in \SOFTWARE\stardock\Dregin.net\Sins and is leaving out the \Wow6432Node that should be after SOFTWARE. The worst part is that I have downloaded three of these and they are all the same, yet others report that it was accurately targeting their 64 bit registry directory. Thanks! Devs, Was there an initial release of this without the proper target? If so then the new file should be incre
cannot delete this message - created a thread here[link="https://forums.sinsofasolarempire.com/308255"]WWW Link[/link].
[quote]I know some folks like the satisfaction of destroying every last bit of the enemy, but maybe we could have a "surrender" toggle for the AI? Please![/quote] Don't forget that you get experience for the structure kills. Since it takes time which means that Capship cannot be somewhere else, it becomes a strategic decision. If the surrender is offered and accepted then the player gets none of the XP for remaining structures, while if declined the player can continue normally.
Retro, [quote]I'd love the ability to offer or collect crystal or metal bounty, not just cash. [/quote] Excellent idea! [quote]you're a bad enough player to send one in alone.[/quote] I should qualify that I only play on hard, so this comment is geared to that difficulty. With all the myriad of paths to attack your empire and the cost of a Supership you would have to be a serious gambler to send it in with anything other than a disposable fleet of frigates and cruisers. I
Count me in too Kiedjor. Many hands and all that. :d
[Quote]Increased priority on building defenses. AI should build a lot more defenses now![/Quote] A little bit on the overkill with the AI's building overlapping Phase Inhibitors right beside each other. It makes it so you need to scout with an entire fleet. I had to quit my three hour old game when I finally realized that the turrets were not costing any tactical slots. I realize that you cannot have .5 cost slots since they were probably coded as Integers, but infinite turrets
I tried it out with the Advent and the last Empire Tech Upgrade for Cyrstal Mining is either not listing the correct value or is not functioning. It says that it will increase your current value to your current value (no change) for at least the first two levels of it. Aside from that it was a good improvement over anything else I have seen so far in other mods, and much better than the vanilla. Thanks!
I was just talking about a mobile home world, not a death star. [Quote]At the moment we get ..... a canon?[/Quote] Actually the last ship you get is the heavy cruiser, which is really lame. I can build any full blown Capship immediately, but it takes at least 5 labs to research that?!? I wouldn't even call that thing a cannon since it doesn't do much. A cannon puts big holes in things, but when I tried two of them out (in different games) they were quite useless. <br/
[quote]I personally would like to see mobile frigate factories...[/quote] Why? They are cheap to slap onto a planet and provide a secret line of defense since they do not take up a tactical slot. I have a lot of them, and strangely enough rarely use any of them except at my home world (Capship Factory is there too) for building a new fleet. I love waiting for the frigate sneak when the AI sends a few planetary assault frigates in behind my lines. By the time they get there I have two or
[quote]...I have no problems with it until after 2 hours of game play on any of my games.[/quote] Shadow, have you run perfmon in the background during a game? This might show you what part of your system is maxing out to cause the crash. Since your crash is reliably timed, and is not a corrupt file (if saves work for another two hours) then it sounds like either your memory is hitting its limit, or a system routine firing up because Vista thinks the system is Idle. Perfmon should tell y
DANMAN[quote]they are still....FREE[/quote] Oooh, as good as cookies! Of course you can't expect to find one every game so I would not invest 5 labs worth of resources until you do. ;)