soase-maelstrom

soase-maelstrom

Joined Member # 3498237
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[quote who="Strikestorm49" reply="909" id="2955169"]Highest was my default on everything. Drop it to high on everything , still crash , tried low on everything still crash whenI enable the mod[/quote] You have Sins Diplomacy patched to 1.21? Is it the standard series or the expansion series of Diplomacy you downloaded? What was the source of the mod download? 1. The links above 2. Maelstrom website 3. ModDB 4. Strategy Informer

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Malanthor, [quote who="Malanthor" reply="906" id="2954909"]Oh yeah, i am playing your latest mod 1.21 [/quote] What is happening is that the raider pirates are not going raiding (explore does not seem to work for the pirates in patch 1.21) so they accumulate at home. The normal pirates, who should be whittling each other down now have too many targets to keep their numbers in check. [quote who="soase-maelstrom" reply="907" id="2955155"]they had lots of orbital structur

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Hi Strikestorm49, [quote who="Strikestorm49" reply="905" id="2954862"]The mod mini dump( dip 1.21) on me when i try to boot it up[/quote] Can I suggest that you change your graphics effect settings to the Sins defaults before you enable the mod. Let me know how you go. [quote who="Strikestorm49" reply="905" id="2954862"] I also notice that it only 618mb rather then the 620mb u have posted.[/quote] I only give an approximate size (i.e less than 1%) <p

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Hi Malanthor, Thanks for getting back to me. [quote who="Malanthor" reply="903" id="2954775"]You were right on that the super-dread enhancement is the culprit i think. But please just dont remove it, becuase then the ship will feel very gimpy for its size and class.[/quote] No, I don't what to remove the ability, just reduce the defensive/aggressive gain of a level 6 Dread. [quote who="Malanthor" reply="903" id="2954775"]That pluss letting em take up 50-100 fleet c

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[quote who="Malanthor" reply="901" id="2954087"]Have a short cooldown on actually building the dread (like 10-60 sec) but let the antimatter go up really slowly so the antimatter in effect controls how long it takes. [/quote] [quote who="Malanthor" reply="901" id="2954087"]do the antimatter get lost even if it is not built perhaps? [/quote] You might as well just have a short cooldown ... so the problem is that the player would get several dreadnoughts (cooldown triggering is

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Hi dresda, [quote who="dresda" reply="896" id="2953873"]How would I go about removing the asteroids from each planet in the game files so they do not appear when I play?[/quote] You need to change the following file: GalaxyScenarioDef.galaxyScenarioDef (in the GameInfo folder). Backup the file just in case. It is in text format so you can open it in say Notepad. This is what you need to change ... 1. on line number 1799, change items 15 -> it

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[quote who="Malanthor" reply="898" id="2953888"]So my suggestion is simply to increase the general fleet cap one takes up to the mentioned 50-100. They are stronger than normal caps so logically they should cost more than the 50 a cap cost. 75-100 maybe?[/quote] There is still a balance problem with this. If you don't have the '75-100 logistics available at the spawning time (i.e autoenabled) then you miss the Dread production till the next cycle (i.e cooldown time and

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Hi Malanthor, [quote who="Malanthor" reply="893" id="2953811"]So i really wish you could make the dread cost a little more population cap. Make it so it wont build if you dont have a free cap spot for instance, because right now i dont uppgrade either my fleet cap or my cap ship cap and i can still roam around with 20 dreadnaughts. pretty overpowered.. hehe.[/quote] If you remember based on the limitations of the engine I can either 1. Make the Dreads standard caps and

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[quote who="Peter1x9" reply="891" id="2951573"]All of the combined settings will put them over 100% when they reach high levels.[/quote] I think it only takes it to 95%, also it was in R3 that I added 10% mitigation in culture ... hence you have to fight a high level Replicator cap outside its culture.

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Hi Ryat, As always thanks for the advice. [quote who="Ryat" reply="889" id="2950949"]Just to give you some advice about shield mitigation from one who has had to balance it out, never ever go past 94%.[/quote] Understood. Though the mitigation, in case of the Replications, is increased via abilities (with cooldown) and hence is not always so high. I think typically it is 84%. [quote who="Ryat" reply="889" id="2950949"]n is a straight across effect. In other wor

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Hi Peter1x9, [quote who="Peter1x9" reply="884" id="2949601"] the Replicator shield mitigation is still way too high[/quote] I will be re-visiting the issue of race balancing soon. [quote who="Peter1x9" reply="884" id="2949601"]The few minor complaints I have are that the DysonSphereWorld and RingWorld have excessively large populations compared with the other planets, and the FrigianWorld has a very excessive crystal extraction bonus.[/quote] Likewise I will be

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Hi Pena, In the Maelstrom mod you loaded there is a folder called "String". In that folder there is a file called English.str. Change the name of the file to Italian.str Good luck and have fun.

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It is a compliance patch as per https://forums.sinsofasolarempire.com/408939 https://forums.sinsofasolarempire.com/406435 Also fixed a couple of things 1. Buff stacking for enigma planet ability 2. Buff stacking for Norlamin capitalship ability WeaponBoost 3. Magnetar and Black hole particle effects ...

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Hi luschetk, Glad you are enjoying the mod. To change the mod is easy. 1. In the GameInfo folder find the Planet entity file you wish to edit i.e PlanetRing.entity (ring world). The names of the Planet enity files all begin with 'Planet' so they are easy to find and the additional description is simple (i.e PlanetDiasporian.entity for Diasporian planet) Its a good idea to backup the original file somewhere as a single typo can

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[quote who="GoaFan77" reply="107" id="2944715"]You're actually one of the few teams modding Vanilla, so you would probably know more than anyone. Its possible it may have been an unlisted Entrenchment only change. If you are certain its the hardcode you may want to try and Email Blair about it.[/quote] Yes, it is what I thought, though I could have missed some reference to the issue buried in the forums. I'll email Blair for clarification after some further test. Thank

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I was wondering if anyone can clarify whether the follow hardcoded limits Increased maximum number of meshes allowed (400->800). Increased maximum number of textures allowed (1000->2000). (from the post: "Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log" [ https://forums.sinsofasolarempire.com/374465 ]) apply for the patch 1.191 (original Sins). As stated in the post ... "the engine can now reference 800 meshes and 2000 textures".

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[quote who="soase-maelstrom" reply="873" id="2942905"]Got 2 issues with the game, not sure if they were already reported or not.[/quote] [quote who="soase-maelstrom" reply="873" id="2942905"] There is this 1 planet or cap ship type (replicator colony ship, it didn't use any ability, had autocast off) that caused the enemy default protection frigates and cruisers to get a -100+% shielding. [/quote] The Aurora Planet is soaked with intense Cosmic Rays that effect enemy ships

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[quote who="Sinperium" reply="871" id="2942693"]I have it working in 1.2/1.21. Also--is that release 3 or 4 in your downloads right now? I have 3.[/quote] Thanks for letting me know. You can get R4 (E & D) at ModDB. Will update links here in the next day or so when I release R4 (O).

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R4 includes bailknight effects for weapons and explosions (the sound effects for weapons and explosions have been updated also) for the new races. The original races have the original weapons and explosions.

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Though I have targeted Dip v1.011, feedback from some (see Reply #845 ) indicates that it will work with Dip 1.2x. I haven't personally tested it though. Will get around to releasing a version for the latest Dip patch soon.

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Hi CKayote, Glad your having fun with the mod and thanks for the feedback. My response 1. dangerous asteroids are meant to slow everyone down, especially on high value planets. 2. I'll look into it. Thanks. 3. The expansion series includes a number of things people don't like i.e dangerous asteroids, expanded pirates and Dreadnoughts. The non-expansion series is your typical 'classic' Sins. Personally I find the pirates weak, wit

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[quote who="blowitup" reply="850" id="2938223"]My next issue is something I don't recall having an issue with in R3 but again the values all look the same. Replicator strikecraft, or perhaps just bombers, are ludicrously overpowered.[/quote] The story with the replicator strike craft is what you might say is a non-linear hard to predict one. Strike craft take antimatter to create, the Replicator carrier has a very slow antimatter regeneration rate except in battle (if the are atta

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[quote who="Peter1x9" reply="859" id="2939849"]Is it me or does this shield mitigation seem a bit high? (any level 10 replicator capital ship during extended combat[/quote] Balancing is an ongoing issue ... eventually I will create a better balance between the new and old races. It will require a lot of testing and hence time. Will get there ...

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