-Ue_Carbon

-Ue_Carbon

Joined Member # 3258794
12 Posts 1,857 Replies 1,137 Reputation

Make sure you kids are checking your checksum when you enable the mod if your getting issues. If it doesnt match the number found in the [] then its a bad download or you have an extra folder. Please please please, give us better info if you have a bug or dump. Telling us its minidumping does us nothing to narrow down the cause.

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[quote who="DaxxTrias" reply="7549" id="3194810"]When I found a game with the deepspace node, after he had quit so I had no more opponents, I just sent my scouts to that gravity well with auto-colonize turned on (VL scout) and went afk. Came back and they were full AM, nothing was captured. Tried to manually capture, still no go.[/quote] There is nothing to capture grav well wise, its an uncolonizable along side the graveyard. Much like plasma storms and such.

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[quote who="DaxxTrias" reply="7547" id="3194689"]It doesn't work or me, I tried it on my VL scout, and TR colonizer, I even went with the TR cap ship with the capture ship ability. Unless I'm missing something, it's simply not working for me. If I could get it working I'd gladly keep those planettypes (I don't even know what the heck relic is supposed to do, it just seems to cycle invulnerability on me over and over, and doesn't seem to be

8,423 Replies 15,732,410 Views

When you enable the mod, on that same page it will show the checksum of the mods you want to enable. Kinda hard to miss. Per the instructions posted a long time ago. (Note: Rebellion changed the mod path, so might wanna check that also. C:\Users\USERNAME\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion) [quote who="-Ue_Carbon" reply="2256" id="2527669"]Well all thats left is to start up the game, go to your options. Click on Mod tab, and enable the mod.

8,423 Replies 15,732,410 Views

Remember folks, this is Alpha is a straight up port of the Diplo version. We have already found some issues that porting has made, and Im sure you all will find more. But we did this so those who wanted a DS feel for Rebellion could have it. We are still a long way off from having a true DS:Rebellion. As another P.S.A. : Make sure to turn down your graphics and stuff. Till we get all these new options running well enou

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[quote who="Volt_Cruelerz" reply="1" id="3188560"] quoting post Kol Battleship: autocannons now deal anti-light damage and can target strike craft Gauss Rail Gun: AM cost increased to 65/70/75/80 from 50/55/60/65, removed speed debuff, added passive regeneration disable, now passes through targets, and changed duration to 10/20/30/40 seconds from 10/10/10/10 Adaptive Forcefield: made passive and nerfed to 3%/11%/19%/27% from 15%/23%/32%/40%; fixed a

162 Replies 271,275 Views

[quote who="Stant123" reply="7465" id="3188382"]One of these days I'm gonna have to send you my old maps to see what you think can be done with them. Probably going to have to go through and update them for ya to work with the new forge but I've got the update process down to a science now. Edit- b-t-dubs, is the trigger system useable? Depending on what's available to use, some boring maps could be turned into total AI domination.[/quote]

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[quote who="Major Stress" reply="8" id="3188377"]I thought IC made raiders on a timer? Unless something changed that i missed? This was back in the entrenchment days. Can anyone confirm if raiders disappear after a while? if not then they must have reverted it back to original sins style.[/quote] Ive seen a few topics like this scatter about recently: https://forums.sinsofasolarempire.com/428151

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