ah...poor thing you. go play civ or moo will you please rant somewhere else if you hate the game this much...stop playin it pretty simple i think makes more since than too just sit and cry and ask why the world doesnt revolve around you this is a topic worth discussing...but i agree with jdhas and P5yy
Uncrustable
u have to research it then the lrms will do it
[quote]I think population is more of a credits resource as they are linked together.[/quote] yes but would it be possible to expand on that... example...you must have 10,000 actual pop to research to 2,500 military pop or heres my idea: ___instead of research what your actual mil pop will be ___you research what perentage of your actual pop will be towards your military(fleet) ___so for example: you have a terran, 2 asteroids and a desert. Your actual combined popula
there is a fourth resource...although you do not collect it. rather research it and pay for it with credits...population....cant build fleets without enough of it maybe this only counts as 3 and a half resources but...you cant say im stupid
[quote]UPDATE:Ok, lot has happened today. Here is what I have found:The Jolly Rodger was causing dumps - now fixedA module in the Pirates was causing dumps - I removed thatThe missing explosions were causing dumps - the fix worked for that.So far, the mod is now as stable as it is going to be. There is the 'Gas Giant' error, but that DOES NOT cause any dumps, and was grandfathered in from Sins Plus anyways, so if it didn't make problems for Uzii, then it wouldn't here either.Also, found some oth
tec has research that adds 4 logs slots...inluding dead ast. so research it and then you can build a TP at a dead ast...thus preventing long chains being interupted by one
everything works for me except when play as rogues...it dumps 2 minutes in also the derelict research is still there and clickible but it does nothing(colony frigites no longer can do it) ___i realize that lrms now capture the ships im just wonderin if that research should be deleted or if it has uses im unaware of as far as the new music is concerned... i kinda like it. very fitting
[quote]hey can u make a version to get rid of the colonizable stars, i really find them annoying[/quote] just delete them yourself from the game info folder
stay balanced from the begining. when you are sending an assault fleet into enemy territory it better as heck be more than 2 or 3 different ship types. use everything bring flaks, lrms, and LFs. And cap of course HC wen avaialable are effective at most anything and support wen available (both) also as tec...compliment a kol with a dunnov (always)
[quote]Note to Derek... Do not build a Kol first, its a pain in the ass to colonize things and it is WELL WORTH YOUR TIME to build an akkan first because you will int he long run secure more planets and minerals faster, more than offsetting the combat bonus given to the Kol.[/quote] i used to go akkan first. but found the kol better for many reasons... it all depends on personal tastes heres my take [quote]i guess some ppl think that their savin enough money early
[quote]What i dislike of the fleet AI is that support units, long range units and unarmed ships tend to be too close to the warzone. For example, carriers tend to go in the middle of a firefight, getting in the harms way while they can't fire a shot...[/quote] ive never had this prob. my carriers will actualy stay exactly where they exited ther phase jump no matter where the battle is unless you move them
[quote]Also the fact that once you have created antimatter the only current way to store it is to keep it in motion in a circular particle accelerator and you only can do that for so long (a few days at most I think).[/quote] the lab create 2,000 particles(right now) a day and has stored that for 10 years (production wasnt that high then tho) but that is a tiny amount...only a single milligram stored. it can be kept indefinitly...as long as its in vacuum and doesnt come in contact w
[quote]Also, American oil companies make peanuts for profit margins, perhaps one could try reading up first? A few hundred billion is peanuts if you invested a few hundred trillion to get it. If you want to call an industry out for obscene profit margins, and it's ludicrous to blame someone for being willingly paid by other people, go after the financial sector that regularly sees 30% profit margins from companies like Citibank.[/quote] i said overseas make outrages profits...middleeast
why is there no edit button ud think theyd fix that by now i really misread what you said killersos...lol mybad i guess some ppl think that their savin enough money early on getting a colonizercap first. in reality their not. cause the colonizer cap (tec) cannot take the heavier defended planets by itself(unless u wana take severe damage). so u buy a few lightfrigs (that just screen for the cap and get kiled) there goes the money you saved. also if i noticed my enemy we
[quote]so what is the reasoning behind getting the colonizing Cap Ship first? I perfer the stronger Caps that can clear out the area of raiders.[/quote] cuase its free (aside from the cost of the fact) also remember to scuttle your cap fact as soon as your cap is done
a single milligram af anti matter is enough to power an average car for a thousand years...
ud be surprised how much profit the big oil gets per gallon. something like 60-80% its ridiculuos i cant wait till the oil execs wither and die :(
TEC BUILD (med-large map) (nonrush) (nonantirush) 2 scouts...send them off cap ship fact cryst ext FIRST then other two metal ones(que them up) sell 200 metal buy 100 crystal upgrade your starting terrans pop que a KOL(havin a leveled up kol midgame versus an akkan is big diferenc in combat) buy 100 more crys buy colony frig when kol done send to ast (btw kol needs no support for awhile so dont build any others ships) build two
[quote]first of all all the bars go from right to left small to big less to more.[/quote] i apologize i typed it wrng and of course theirs know edit button...anyhow green(left) means less, smaller, shorter, etc red(right) means more, bigger, longer, etc my apologies for the confusion
first of all all the bars go from right to left small to big less to more. also your starting colony will ALWAYS start farthest out from the star (unless u change it, ill get to that in a min) so what that means is if u creat a map with all the planets cose to the star ur starting colony will be isolated Heres what i suggest...create an ingame map...then save and exit out. go into your users\'username'\appdata\local\ironcladgames\sinsofasolarempire folder. open up the galaxy and you
sins is a COMBINATION of 4x and rts thus the genre: rt4x it doesnt compare to eigther rts or 4x were talking apples, oranges and plums here. their all spherical and sweat yes but...the similarities end there.... it all depends on personal tastes personaly i dislike tbs games in my opinion sins is the best of (4x and rts)...
[quote]industrialAnother idea for a planet skin: LivingThat may sound like a stupid name, but what i mean is that the planet itself is alive, is a living sentient creature.[/quote] like Zenoma Sekot in Star Wars
AWESOME! THANKS MUCH! :CONGRAT:
[quote]Nope, it has to be defined for each map. You can manually edit all of the existing maps, but it can't be done globally since it is map-specific.[/quote] damn [quote]Since this is universal, it would either be in the player entity files, or gameplay.constants. My bet would be player entities.[/quote] ived looked but cant seem to find anything relative
Was wondering if anyone new where to find the files that determine how much anti-matter used for a phase jump... Also is there any way to change the percentage of artifacts/bonusus for planets? For the all maps, not just the ones you make in GF... ...