This is not a complaint about how a game that is going on six years of age isn't 64 bit compliant. (Ever notice that complaint and compliant are pretty much the same word? Huh.) Has the source code for Sins been released? I'm moderately surprised that there aren't any independent groups out there working on making it x64 compliant if it has indeed been released. I can understand Ironclad not having the resources to re-write the code when they could j
Leuthesius
Ah, do what the CBT-Mod did in other words. Hopefully I can get Harpo's sins utilities to work without destroying everything. :)
Alright. 275 "planets" (mostly wormholes) 27 Stars. Some just for show (empty) and some just transition points. That aside, I've run into a few problems. Moons apparently have a spawn possibility for asteroids of maybe 0, maybe 1, maybe 2. If I have a primary [starting] moon set up to be a major crystal mining hub (400%+ worth of bonuses)... it would be good if the planet actually spawned a crystal, likewise for
I believe I'm ok with things the way they are. There's something oddly... proper about it. It significantly changes the perception of the game. As in, homeworld and moons are here. The first planet we colonize is reaaaaalllly far away. I'm finding that even 15% allegiance is acceptable for every planet outside of the home cluster on this map (1 planet & 2-3 moons). And now I'm going to talk my map up.
Never looked into this mod. However, I would suggest someone spellcheck the guy making the movies. >.>
If you can change phase lane speed, for to and from lagrange points, you won't need wormholes at all which would solve the distance from homeworld issue. I'm scared to death of modding, but the DS mod is the perfect springboard since it encompasses like a dozen mods in one. I want to quadrouple the size of all planets, suns, gravity wells, increase ship speed and weapon ranges to scale, and I want to change the deliverance engine to fire a beam that does actual
How does one go about changing that?
I am in the process of building a ridiculously "large" map with multiple stars and few planets at each star and using wormholes as effective 'Lagrange Points.' So basically, the planets have L1, L2, L3, L4, and L5. I've run into a gameplay issue that I am fairly certain will mangle some game balance: Homeworld --> Phase Lane to WormHole --> Wormhole to Wormhole --> Phase Lane to planet. The moons around the homeworld have
I play both. Thanks to Blizzard completely putting the penis in the ass of the custom and vs ai sections and concentrating almost solely on pvp and ladder, they removed a lot of the fun for me. I enjoy play against AI's. It is not hard to go to play against a live human and meet someone who either a) loses to you and calls you names of all fashion, or b) beats you and is anything but sportsmanlike about it. As it is, I have
*facepalm* I guess having a quick save and auto save is too much of a luxury.. :\ I was just able to build a quick test map and it showed up in game. X_X
I'm not making maps for rebellion >. I'm making maps for Diplomacy!
I have made another map. It is not crashing, but it is not showing in the game either. File is in D:\Games\Impulse\Sins of a Solar Empire\Galaxy No Autosaves Does not show in game. I am running a mod, Distant Stars... so putting file in D:\Games\Impulse\Distant Stars\Distant Stars (D) 1.00\Galaxy No Autosaves Does not show in game. Putting the file in D:\Program F
The autosaves are all corrupted.
Make a map, save it in the program files/ironclad/sins/galaxy folder, not the users/apps/etc folder. With luck, it might show up for you.
If anyone can tell me what the hell is wrong with this map, I'd greatly appreciate it. It's not done yet. I was intent on adding capital ships to every gravity well for the neutrals and upping the planets of the opposing factions. Can't exactly do that anymore. I can't believe Galaxy Forge is what Ironclad used to make all of their maps. Crazy. edit: removed code
I built a largish 200 radius 60+ planetary galaxy yesterday. Spent hours building it. Problem 1: It won't show up in the game. I put it in the Distant Stars Mod galaxy folder. Nothing. Try the app/data/ironclad/etc galaxy folder. Crash (turns out they don't go there anyways) Problem 2: Apparently it finally decided to recognize, and crash the game. Problem 3: Galaxy forge will
I've got no idea what you guys are talking about. I tried corvettes out and they died like flies.
I thought that "trade" was "just trade". 1 Trade Port = $ 2 Trade Ports = $$ 3 Trade Ports = $$$ So on. Does the number of planets with trade ports make a difference in the amount of $ you make from trade? Does the length of the longest "route" (that white line I'm guessing) have a bearing on trade $$ made?
Yeah, every time it did it (it was rebel advent) I swear I saw it trollololol me. Russian style.
I'm wondering why Ironclad didn't just build Sins2 because of the 64 bit platforms becoming more common.... As it is, we're going to have purchased all of these games: SOASE:Entrenchment:Diplomacy or Trinity, and Rebellion. I've never run it on a 32 bit machine... I've had 64 since it came out. I would hope they would update the back end programming to use 64 bit.. otherwise nobody is going to play it at all once sins2 comes out. Real pity, too. It's fun.
You could almost run the chicken dance song to this annoyance. You jump into a system with your Titan (Or Capital Ship). They have a Titan (Or Capital Ship). Their Titan runs. You chase. You jump a few seconds after they do. You get to the next system over, and they're already turned around and powering up their phase drives. You turn and follow again. I was curious to see just how many times this would go on before I finally wore them down. 14 times. 14 Jumps befor
Apparently, yes.
....THERES A Z AXIS COMMAND?
I can't wait for SINS:DS:R :(
There are enough threads bitching about the nerf. Please do not bring that to this thread. I just want more abilities for the weapons.