Ah yes, Lavo_2, I recall that happening too often in original Sins and the first sequel/expansion. So, everyone, it seems the tactical AI is about the same but perhaps the strategic/research is improved? That's better than nothing, I suppose. Hard for me to get excited about beating an enemy who throws away ships they spent hard earned money on (and no I didn't have jump inhibitors)
cptblock
Was excited to play a Sins where the A.I. was not staight up retarded. To my dismay, last night, the A.I. in rebellion did the same thing it has always done. Leaves a capital ship in my gravity well to die when it has no hope of inflicting any damage at all. It can't be that hard to tell an A.I. capital ship to flee at 50% health unless it's target is at 20% health. If I knew this was still the case, I'd have never purchased this game even thought it
Oh sorry about that. don't left-click on my links. right-click and choose save-target-as; and save the file to your desktop and then open it from there. Let me know if that helps.
Sounds like a very cool mod. Reminds me of a dr. who episode (tom baker) where they spoke of enormous vampires that could travel through space; and the united federation only destoyed them by building ships that were themselves meant to impale the enormous vampiric creatures. So you'd make a ship that could use some special point-blank ability to do severe damage to this vampiric creature (ship) while the ramming ship would itself be destroyed. Can anyone mod a capital ship
To use: Load the excel file (and enable the macros) Click the only button on the form (called Generate To Clipboard), this puts the new map in the clipboard Go into your GalaxyForge directory and make a new text file; renaming it as .galaxy instead of .txt Paste into that text file Save / close the .galaxy file Load up the map in Sin
Posted this as a reply to the GalaxyForge folder; but I'd like to create a topic for it. Below are links to two tools I use with sins map generation. The first is a simple radius calculator. The second required many hours of programming and can be used to generate random large multiple star maps with any number of interstar wormholes. Feel free to use, modify, or whatever.<
Hi ! Load the excel file (and enable the macros) Click the only button on the form (called Generate To Clipboard), this puts the new map in the clipboard Go into your GalaxyForge directory and make a new text file; renaming it as .galaxy instead of .txt Paste into that text file Save / close the .galaxy file Load up the map in Sins! I have hard coded "Is First Capital Ship Free" as false. But you can change
Ask and ye shall receive ! Radius Calculator file: http://www.whitewolfbrigade.com/sins/arclansradiuscalculator.xls Huge symetrical maps map: http://www.whitewolfbrigade.com/sins/mb_HugeStarShaped_v6_reorg.galaxy img: <a href="http://www.whitewolfbrigade.com/sins/mb_H
I have a rather large six point map; that is; six planets orbiting a great distance from a central star; one player per planet. And each player planet has six satellites orbiting it. if ya want to borrow it, I can link it when I get home. Also been meaning to link that galaxy-generator program I wrote in excel.
I created a bunch of formulas in excel to assist with this; it utilizes geometry and what not. How are ya'll creating symmetrical maps with balanced starting areas?
Played for 7 hours with the strike craft and cargo / trade ship reduction. The minor reduction in strike craft and cargo/trade ships was not at all noticeabe. The gameplay was simply fantastic. Huge hugs to ya guys for all the hard work! Now, if someone could incorporate the Celestial Bodies mod (or vice versa), that would rool. I'd love to check out that mod, but i don't think it's for sins 1.91 and if it's benefiting from TSOP work. I have entre
Found a small issue with Sins vanilla (1.91) cargo ship reduction mod.. tsop_cargo_ship_reduction.rar\TSOP Cargo Ship Reduction OS\GameInfo ability:0 "AbilityRevengeBounty" ability:1 "AbilityRevengeBounty" To fix, change the second one to ability:1 "" Love, Love, Love, Love your work on TSOP. It is VERY appreciated, we are unworthy, etc. I have a top of the line computer as far as this game is concerned (dual core 3gh, 4 gigs of f
OMG I am super excited to use that tutorial. Can't wait to get home and make these mods and be able to zoom out and see something that looks so amazing. You folks are brilliant! /edit. I love the smaller planet icon size too; are these available for download or do I need to find some way of doing the mods myself? spent about an hour and a half on this so far :(. Can't I just have your icons_planets.dds pahlease. Also, I like how the scr
I know, ancient bump here. But I was excited to stumble upon this mod cuz I just hate the galaxy animation. zooming out shows a giant white blob; the stars are simply not visible. I've tried enabling this mod for my sins 1.91 several times in the last 45 minutes but it just doesn't seem to do anything. I can get the mod Enabled, but when I load up a multi-star map and zoom out; the giant white clouds are still there. Keeping my fingers crossed. I recent
By the way, SoA looks incredible. It is simply amazing to see such modding and 3d design skills!!!
Will keep that in mind! I haven't tried my pirates mod in sins 1.91 yet.
You guys are A W E S O M E ! ! ! Thanks so much. BTW my simple mod triples the build time of all ships, and multiplies their price by 5; and reduces their natural hull regen by 2/3. Makes for an interesting game; capital ships are such a major expenditure that the early game is all about precious frigates and economy building. A separate mod makes pirate raids eventually consist of capital ships; and pirate bases be defended by the usual comp
I've modded entrenchment numerous times but just now I tried to mod vanilla sins 1.91 and it crashes upon enabling. It crashes even if I just copy and paste unmocified files. FROM "\Sins of a Solar Empire\GameInfo\" TO "\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-v1.191\ExpensiveShip\GameInfo\" Am I missing something? Are more steps required when modding sins 1.91 or is this simply not supported now that Entrenchment is out.
Every time I play this game, I find something else I like about it. This is such a rarity with modern games. The attention to detail is unrivaled. Very, very well done. Anyone who likes Empires at War will LOVE this. The graphics are far more detailed and "real," and the AI is actually worthy. The replay value on this game is high, and I can not say the same for Empires at War. I personally liked this 20 x better than Galactic Civ II. Tho
My post is more a comment than an answers. That's pretty lame if carriers can outrun other ships. This game is simply awesome, but there is real room for improvement with carriers. First, get rid of "light" carriers. Second, make capital ship carriers house six or perhaps ten fighers. It makes absolutely no sense that a capital ship carrier holds the same number of squadrons as a cruiser-carrier. I really have no interest in playing online if it's simply