It says " December 2009 - Entrenchment "... [e digicons]XO[/e] Hehe, typo right? ...Right?
Cathryne
[quote]Could you do is so that each missile fired is an object that can be destroyed before reaching its target? That would make it possible to defeat this tactic.[/quote] But then the starbase could just shoot the missile down. I think this torpedo ship has to fire usual missiles which can crack a starbase pretty fast (mayby 10-20 shots). You would have to station a small intercept force near the starbase, or place the starbase so that it can attack ships at the gravwells edge.
This one: https://forums.sinsofasolarempire.com/331334 is also updated for 1.1. It's pretty much the same as Sins Plus.
Can't you collect the bounty you placed on someone yourself???
Should the Dunov even autocast this ability if there aren't any fighters or bombers near? Edit: In the ability-file it says instantActionTriggerType "AlwaysPerform". I looked up other trigger types and there none like "fightersquadinrange" :-(
Yeah, I had pretty much the same problems at the beginning. 2) You mean the Gauss guns? If you have many and place them tightly together (around buildings) they can destroy a pirate party. The best strategy to counter pirates is to place bounty one someone so they won't bother you. As soon as you get the "pirate attack imminent"-warning wait until shortly before the end of the countdown (@everyone: is it 30 seconds in 1.11??? One ingame second equals one change in the resource counter
OK, thanks for setting my perspective right. I realize now I am pretty lucky, hehe. [e digicons]B)[/e]
OK, I see. But: [quote]Not to mention anything that has something to do with P2P file sharing is at inherent risk of being blocked by many an admin firewall and/or ISPs.[/quote] Ugh, did anyone have issues with an ISP blocking P2P traffic? Maybe I'm just lucky that traffic shaping hasn't come to continental europe yet. And about the admins: are you supposed to download game mods at work? ;-) [quote]PS: Download managers rule on those to sites..to the contrary o
Hejhej! I'm usually dissappointed by those two mirrors, slow speed, can't use an external download-manager etc. Might I suggest using something like wua.la or vipeers.com. Both provide easy uploading and P2P + centralized downloading. What do you think? Has anyone else issues with the standard mirrors? What do Filefront and Fileplanet offer, that make most modders use them? Ciao! posativ
Yeah, I would. Now I usually place logistical sutff myself directly at the planet. It would be nice to have a more soqhisiticated autoplace "algorithm" (?), but it doesn't hurt me the way it is.
It's in your user directory: ...\Local Settings\ApplicationData\Ironclad Games... (in XP at least; might also be hidden, you would have to enable "show hidden files" in extras > folder settings) There is a mod directory, where you create a subfolde with the mod's name and unpack everything into it.
[quote]Can the Kostura target stars or uncolonizable grav wells? I don't play Vasari enough to know? [/quote] No! But if it doesn't get an update, it won't crack a starbase anyway. In 1.05 and 1.1 it takes 5 or more Costuras shooting at simultanously to even destroy ordinary structures and ships.
@xsasinator: have you tried installing the game again, and chose the folder where it allready is? Impulse will check, maybe download a few files and register the install location.
I think yes. At least as soon as starbases being built (which would be late game anyway). But then you might need to modify your fleet to crack this thing (providing you can't jump around this bottleneck). Or you'll have to reroute your attacks. IMHO, if you play online/LAN long enough to build starbases the additional amount of time needed to complete a game doesn't matter anymore ;-D
[quote]You could always use a stopwatch.[/quote] I was completely in earnest about that! ;-D I think it mainly results from decreased ship speed in the gravwell of a star. Even within one solar system my fleet usually avoids jumping to stars. It gets annoying when they take 3 or more jumps extra :-( And when those will take them trough hostile territory I also use the Shift-Move command.
Which one do you mean? Sins Plus had some new planet types, which were really nice, but AFAIK it's not updated yet.
It's not a bug, it's a feature ;-D Depending on the distance of the stars and wormholes your fleet figured it might be faster to use the wormholes, because you can travel instantly between them. An inter-star jump might require more time. Is there a way to force either route and measure the time to check my theory?
Thanks, I'll try that!
You can just open the .galaxy file with a text editor and change "VersionNumber 1" (at the very top) to 2.
Hejhej! I wanted to mod all orbital structures to "emmit" culture by adjusting cultureSpreadRate, but it's not working. At least I don't see the phase lanes getting colored. Could someone please advise? What else do I have to edit? Thanks!
Entrenchment :-D It's been resceduled tp January 09 because of problems with Voodoo cards, I think.
If you copy the entire game folder over to the new drive, and tell Impulse to install the game to the new folder, it won't download everything again.
The mod has probably not been updated yet.
I succeeded in creating a little mod for this issue (thanks Annatar!). I modified the travelTime in the 3 AbilityRACECapitalShipColonize.entity files to 1 second. Just pm me with your email adress and I can send you the files. Even better would be if they could be integrated into a bigger mod.
1.1 didn't change anything about this : - (((