Unfortunatly I have not tried Entrenchment as of yet, so I really have no thoughts on the matter, but I will be picking it up at the beginning of the year.
Ordian
Okay, I have converted the mod to now be used for the newest patches, as well as added Sins Plus. While no new researches have been added as this is not a final release, it dows allow for a little taste. Hope you enjoy it.
Okay, just wanted to give a heads up to everyone that, after much thought, I am currently working to include many elements ffrom the Sins Plus mod into this one, albeit heavily modified, for the reason that it allows me to further develop in a field of Research that I have been working on, Plantary Research. The additional planets open many doors, as it gives me quite a bit more leverage in this field. I also plan to specalize the planets to particular rac
@Tkins: I do not think so, as it was the first thing I tried to do before reorganising the fleet tree. The number of research trees is in the programming code, and when I try to change it the error code keeps telling me to and I quote "If you need more research trees, bug a programmer". Really strange error code in my opinion. @Dathion: At the current moment there are no real plans to merge this mod with any other as I have not contacted nor have been contacted
Okay, I added a sneek preview of a cupple of the changes I am working on under the New Techs being worked on section, but it is not a complete list as I like to hold people in suspense, nor are they completely set in stone hit the being worked on title. @Tkins: Glad you enjoy it. :) @EviliroN: I will work on that, but as of right now my focus is getting the first complete release to the public as it is still in beta form, and so most of what free time I have right now is
Thought I would post a reply to inform the current situation on a new release for this mod and let people know I am still here. I am currently working on filling out the fleet tree with new techs and while RL has become rather busy with a recent move, I still expect the next release at the beginning of the year, if not sooner. This may change, however, but as of right now it is the goal I have set.
Okay, due to several requests via PM I went ahead and loaded the two new improvements (upgradable hanger defenses and required weapon platform researches). From the tests that I have done these seemingly cause no problems with the AI and should be a welcome addition to this mod. Hope you enjoy them.
Backing you up Shadow! :)
Soup for the Sinful Soul Mod Beta v0.1 Soup of the Day!!! Welcome to the Soup for the Sinful Soul. This mod is intended to be a work in progress with continued releases and updat
Okay, I added a new section to the description on this mod above. The Section "New Techs being worked on for Next Release:" will display current techs that I am working on and also at the end of their description will display current statis toward being completed.
Well, while the complete package is still a ways off I am releasing a beta version of this mod. Please make your way to my mod page here and try out the beginning of what I hopefully believe will become one of the most expansive research mods out there.
Yea, and it might have to come to that. Just so much nicer having the arrows there and changing as you work on the mod so it is easier to know what goes where right off hand instead of having to have a finished product before making the arrows. Guess I will have to pin and paper it for reference until then.
Already tried that and it failed. For some reason if all the capital ships are not unlocked the AI goes dumb. Apparently if it does not have the choice, it pretty much gives you the finger.
Ugh, I was afraid of that but had my fingers crossed. Anyway, I guess I'll change how I approch the Fleet screen. Maybe fill it with one shot researches or use the idea of "you must research the previous tech to access the next" approch. Should not be too hard with the second approch, as most weapon and shield upgrades follow that already. Anyway, thanks for the heads up Vandenburg.
Annatar11 : yea, perhaps I got a little too excited getting the mod out before understanding the workings of the AI. Apparently you were right, so I am going in another direction with the tech tree other then messing with the capital ships. I will be expanding techs into the Fleet Sectio
I understand the arrows are done automatically for the main two research trees, but for some reason they do not work if you change the Fleet tree to make way for additional techs. Here is a picture to show what I mean. What I did in this demostration was copy the techs over from the combat tree of the TEC into my custom fleet tree without messing with any of the other attributes. As you can see ther
I am currently working on a research mod and I am stuck trying to figure this out. I was wondering if anyone knows how to disable/enable the arrows that show up between various techs. Basically I have built an enitrely new research tree and I have gotten everything else to work but the arrows do not show up between the techs even though the Prerequisites are set.
Mad Scientist Mod v2.5 Entrenchment Edition ModDB Page </spa