Man Shooter, I love your mod. I am having trouble getting the race specific explosions to work. I even went into the partical file and made the explosions more obvious. The advent are very purple now, the tech red and vasari green. but when i go in game all i see are the tech explosions for every race. Am I doing something wrong?
SkyMan1134
I guess we'll have to see what the next release brings. In the end we can probably just mod it ourselves and increase the value of pacts...
yeah i'm pretty sure you lose them all. You lose them one at a time if your relationship starts to fall below certain numbers.
Yes, it's true they arent' very effective in the end game. Maybe it they made them more powerful? And setting up pacts with other races, will a pact with Vassari and Tech give the Vassari more powerful missles. Will the Vassari receive a resource bonus as well as a trade bonus?
Loving the game so far, really a blast. The pacts are something to strive for thoughout the game, something to work for. I like the pacts for everyone but the Tech. I think their pacts are a little lackluster... The armour is good, trade is good. But the other ones are a little blah... but I've never had so much fun with a beta before! [e digicons]:D[/e] any thoughts?
Great, can't wait to give Diplomacy another shot. Great job!
Are there going to be any crash fixes besides the one mentioned?
Has anyone tested Diplomacy with the Volumetric mod? Should it work since the mod doesn't change any stats, only the graphics? Thanks for the input. I'm afraid of starting a Diplomacy game and then minidumping late in the game...
I loved the movie tombstone, way better than the Kevin Costner crap "wyatt erp". I assume you've seen "the good the bad, and the ugly" if you haven't it's a super classic. Also for anyone that cares, I'm listening to the Decemberists' new album "The Hazard of Love" and I must say that I love it. But i could be the beers talking.... [e digicons]:beer:[/e] I guess I should have read your whole post b
Personally, I love the Vasari. The early resource boost helps. But another hidden treasure they have is the resource salvage from destroyed enemy ships. you can research this to level three to get a fraction of the resource cost of all enemy ships. So if you detroy an enemy cap ship you get, (not sure) 15-20% of the resources it cost to make it! So you start with the LRM first thing, don't bother with the light frigate. Find an enemy fleet or an unprotected home
You are amazing man! Thanks so much for the mod!!!! [e digicons]:inlove:[/e]
I never really thought about that 3 unit circle jerk thing... Scouts do seem to be the key, but they are also a lot of work, have to keep and eye on them... That is some very useful information... thank you very much for your time. It'll be nice to really play as the Advent against something more than normal AI...
and what about military early game? Tech has a tech 2 missle cruiser. Vassari has a tech 1 missle cruiser. and advent only has a tech 3 missle cruiser equivelent. so the other option is the tech 2 carrier, but they are soooo expensive! What should i do, mass those little crappy ships you get at the beggining?
I'm having a little trouble with the Advent's economy early game. Vasari has the salvage and resource boost. Tech has the mad credits thing. But with advent I seem to always be waaaay behind on the money front... any suggestions? Besides the rush to culture to boost the minerals?
So... We're coming to the end of "today" but no worries my man. Take your time, I'm sure there's a lot more work to it than I can imagine...
So.... you mentioned today? Well, I will definitily be checking this page every 5 mins now!
I have a request if you have time. Would it be possible to release this mod one piece at a time as they become available? For example, you could release the explosions for entrench and then the dead bodies(TM) later... But I imagine you're already quite busy with the mod... [e digicons]:grin:[/e]
Wowzers! That's a lot better than i was expecting! That is showing some talent my man.
Everything sounds great. I've been checking this thread about every 2 hours since you announced the entrenchment mod! [e digicons]:blush:[/e] Really can't wait!
Thanks for the info... it looks like it's time to step it up to the Hard AI... [e digicons]:blush:[/e]
if you rename you map to one of the stock maps eg. "Krono's Kross" and put it in the sins/ galaxy folder it'll let you play it. this is the workaround that i found. I had to do a seperate partition for vista so i could get GF to work [e digicons]*_*[/e]
Maybe this has been discussed before. But has anyone seen the AI use mines in the new release of entrenchment? In one of the betas they used them A LOT but now I just finished an 8 hour game with 8 players and only one of them used mines. and only at the very end of the game. But I DO love how the AI puts up their defenses now, makes the game a little more challenging...
Holygod! If you could actually make it happen. Wow. Carnage-in-Space, why is it trade marked? just for fun?
A quick heads up for anyone thinking of using this for entrenchment. I am using bailknight's mod combined with the latest version of ManSh00ter's mod. I've thoroughly tested many many of the games aspects and explosions. I haven't had ANY minidumps or performance problems. The only quirk (very understandable and obvious) is that the starbases don't explode or dissapear. But ALL the other effects work beautifully.
If you rename your map to one of the stock maps eg. "Krono's Cross" it'll play just fine. this worked for me. hope it helps