GoaFan77

GoaFan77

Joined Member # 3343511
10 Posts 2,011 Replies 2,884 Reputation

Thanks for the replies, but I'm afraid my problem persists. I deleted the pipeline effects folder on the standard Volumetric mod and sure enough after about 10-20 minutes my computer froze again. Also, I'm not getting minidumps, my computer is freezing so that nothing, including task manager, works and I am forced to hard reset. I have standard English 64bit Vista. I guess it could be a driver issue (though it runs vanilla with no problem), I was doing all sorts of crazy things to it to get E

301 Replies 882,765 Views

^You're making a Metroid mod? And while I already own all three, I too intend on getting this game. I hope they put in pleanty of extras for us!

3 Replies 12,774 Views

Well if you have room for some more convensional planet ideas... Digital/Cypernetic/Virtual - Whole planet is basically a super high tech fortress or its entirely computer generated. Could give virtually any bonus you want (damage bonus, build time decrease etc.) Mutated - High levels of radioactivity have mutated all life on this planet, covering it in strange, allien and dangerous flora and other lovely life forms. Caverno

95 Replies 172,294 Views

I apologize if this issue has already been addressed, but I'm playing sins now on a new vista 64bit computer and this mod keeps crashing my computer. No minidump, just freezes the whole computer (at seemingly random intervals, usually 15-30mins between hard resets). Vinilla entrenchment seems fine, and the only mods that have crashed have this one it it (I also tested it by itself). I also tried it on all high and all medium graphic settings. Anyone have any ideas?

301 Replies 882,765 Views

Alot of the most basic and popular ideas are already in other mods (ocean, forest etc.), but you could always make your own versions. And 100+ planets is alot of textures to make, are you're enough of a texture editor to do it?

95 Replies 172,294 Views

As a dedicated advent player, whatever you do to balance LRMs, please do not nurf the illum to much. The advent LF just sucks, they can't hold their own in combat at all (I usually build less then 10, and even when carriers were supreme it was usually better to just build more carriers than to waste money on LFs). The only thing they kill faster than the illum is carriers but their extremely low hp and armor makes it useless to have in any fleet after lvl 3 military research (unless you are u

48 Replies 70,849 Views

[quote who="VaLiuM" reply="3" id="2234220"]Wait until it's patched and finished, or, as Dr.Gonzo said, it drops in price. I paid full price on preorder and haven't started playing seriously yet, waiting for parches. Grrrr. You'll have to cope with the fact it requires the steam crap, too.[/quote] Me too, sadly it doesn't sound like I should give it a second chance anytime soon...

41 Replies 97,010 Views

[quote who="Deceiver_0" reply="24" id="2235022"]What if we removed the build penalty while the fighters/bombers were docked? That way they' be removing their air presence in the well for a shorter reproduction time, and allow the squadrons to fill. Does that seem like a good trade-off? Could add an interesting micro management aspect.[/quote] I would be okay with this too, if we really need to do anything with the carriers. Derek's idea would be harder to imp

72 Replies 136,024 Views

For some reason I thought it was 50%, but I think the penalty needs to stay. If carriers were easier to destroy I could see reducing it, but as it is even with a good amount of LRMs and LFs it is hard to kill more than one carrier before they either start winning the battle or retreat. And now that we have starbases following them if they retreat it is probably not a good idea unless you have a significantly larger fleet. Also, though I don't use it as much any more, do

72 Replies 136,024 Views

Yes, when I'm too impatient with waiting for the stupid things to charge up. If there was an easy way to select your ready to fire superweapons it would be a different story, but against the CPU I often find myself putting it on autocast during dull moments. However, you may want to take it off for the culture cannons and Kosturas as they can give a combat boost or a quick re-enforcement route in addition to their main effect, which you might want to make sure you have avaliable in close game

8 Replies 6,282 Views

Depends on the research, but I know you do lose combat upgrades. The research is automatically reapplied after you build enough replacement labs.

10 Replies 3,746 Views

[quote who="TheRezonator" reply="9" id="2219010"]defensless? when the AI surrenders their ships and structures dont go poof... [/quote] Well I meant that he can't rebuild his defenses or new ships, and his ships will all just auto attack, which is not a particularly challanging fight. I guess if he had some good starbases things could be difficult but all of his planets will be easier to take vs. if he did not surrender.

14 Replies 20,041 Views

[quote who="godoggo" reply="5" id="2219016"] no it didn't level it up. So it does automatically remember the death of the highest level capital ship, then. Thanks so much! EDIT: I just reread your original post, which actually did answer one of my questions. Thx for the patience. Also, I didn't quite get what you meant by "You cannot give that level to another capitalship (unless you lose the one that levels up), but if you lost any other caps it may giv

8 Replies 11,502 Views

[quote who="darth-plaigus" reply="7" id="2218998"]Wait the AI quits if its starts to lose! I've always had to elimenate the whole thing, and now alearn that they just give up. I don't know what i'm more mad about. The fact I didn't now that, or the fact that when the going gets tough the computer says "screw it"[/quote] It doesn't always do it, I've had it fight to the last planet before even after the surrender update, and the exact critiria for the AI surr

14 Replies 20,041 Views

[quote who="godoggo" reply="3" id="2218867"]I have it on autocast. For some reason, whenever an enemy jumps into the area, my mothership just goes to some random capital, and uses it, even though none of my capital ships had died at all or had lost any health from the enemies that had just jumped in. It wouldn't be the way of saving the highest level, since it was one of the ones on a lower lvl... Also, does it automatically save the highest level? or must you do som

8 Replies 11,502 Views

[quote who="TheRezonator" reply="4" id="2218920"] basically just boring baby sitting. I'm glad the AI now surrenders yeah, except that the AI who just threw an tantrum and left has a few planets important to me, either thoroughfares, optimum trade routes, good chokepoint GW's or Artifacts... i mean, if you are playing against alot of AI, and one decides to give up, okay cool, but i want his planets for resources.... and i want him to get out of my way so i can attack the enemy behin

14 Replies 20,041 Views

If you've played single player so much, surely you know the fustration of trying to completely wipe out an enemy on large match. On some maps it takes over an hour after the last fleet battle to fully finish a game, which is basically just boring baby sitting. I'm glad the AI now surrenders, though admittingly its far from perfect, and it should still get some attention in following expansions and/or patches.

14 Replies 20,041 Views

There are alot of disscussions on it in the strategy area, but basically the game saves the level of your highest lost Capital ship (anywhere in the galaxy) and reserection gives that level to the target cap ship. Your mothership doesn't need to be in gravitywell when that cap is destroyed. You cannot give that level to another capitalship (unless you lose the one that levels up), but if you lost any other caps it may give other capital ships their level (I've never been in that situation).</

8 Replies 11,502 Views