[quote]oh idk if it can be done but a suggestion for the cators set them so whenever a ship is built the replication function is not automatic[/quote] That would be problematic for the AI Replicator/s, it/they wouldn't be able to replicate! I know fleet management for the Replicators is a handful when you are in battle ... a different way of playing ...
soase-maelstrom
If you have researched most of the Research Centers and Research complexes, for the Replicators, then your research cost will be zero. [quote]it takes when i spend for it.[/quote] Can you clarify what you mean?
[quote]once you lose one it's a big blow.... just my thoughts anyway.[/quote] I know this was intentional (though powerful when leveled up they are vunerable), however they have plenty of money to spend on caps if they lose them ... that's the balance.
[quote]I noticed that both the Excelcerror and Galactica have rapid Manufacturning. What if you changed the Excelceror's lv 6 ability to one like the TEC dunov sheild repair but have it repair hit points?[/quote] This is a possibility. How about flak burst ability and so on. [quote]One last thing before I leave u alone, I cant not use the pay option to level up captial ships (Trade alliance) is this a bug?[/quote] This is intentional. In summary, what we have b
[quote]When they are repairing dont they stop shooting? [/quote] Agreed they stop shooting ... but they repair! [quote]If I build ships at a planet that is under attack will they not repair straight out of the construction bay? - wasting AM, and not attack the enemy?[/quote] Not a behavior I have noticed ... have you noticed any serious problems? [quote]How long does the engines and weapons shut down for when you use the repair?[/quote] aiUseTime "Anyti
[quote]Thanks, I dropped every thing to med and it seems to work now. I am suprised I had to do this as I have Nvida 9600 GT, Athlon 64 dual core processor with 4 gig of ram.[/quote] My Computer setup: Intel Core 2 Quad CPU, Q9400 @2.66GHz, 3GB RAM, NVIDIA GeForce 8400 GS, XP Professional (32 bit). I haven't had graphical issue. It can be a bit slow (secs delay) to render the Planets effects (animations). [quote]- there is no anti fighter upgrade on the hangers? is that becaus
Hi GrimFear, My first thoughts are graphics card and RAM Check to see if you have the latest drivers ... as you noticed this adds a lot of content and as such pushes RAM requires close to or over 2GB. Along similar lines, try dropping the Graphics setting to default i.e Effect menu * Planet : Detail - Highest * Ship : Detail
check your pm
[quote]so about the star bases what do you think about the expanding the range of placing defense structures to the same locations as the star bases?[/quote] Perfect defenses, full coverage? All possible but not consistent with the original races. I will be re-balancing (reducing) defense in the future releases to be more closely matched to the Tec, Advent and Vasari. [quote]Or setting up a tug type ship to relocate them as needed.. Personally i think the tug idea is very good
[quote]Do you use the Sins optimization project with your mod? I assume yes but im not 100% sure[/quote] Yes, TSOP has been integrated into the 4 mods. Also several other optimization 'steps' have been taken. [quote]... the non mobile starbases, is it possible to consider either making thier range larger with an ability or making the gravity well stop limiting the placements of defense structures.[/quote] This is consistent with the Advent and Tec starbases. [q
Hi doomser1, [quote]i want to thank you for your hard work[/quote] Thanks and your feedback is appreciated. [quote]I love the music choices,, i notice lord of the rings,riddick,conan the barbarian, excalibur the old movie.[/quote] My compliments to you, you certainly know your music! The music has been changed from R1->R2 To answer s
Diplomacy, Fighter_TradeAlliance.entity, line 43.
[quote]I'm not critisizing your good work bro[/quote] I did not take it as a criticism ... far from it. As always feedback is appreciated. I what to optimize the mod as far as possible, any problems I what to know about and improve ... no beating around the bush. My Box: Intel Core 2 Quad CPU, Q9400 @2.66GHz, 3GB RAM, XP Professional (32 bit), NVIDIA GeForce 8400 GS. [quote]Keep up the good work, like i mentioned before this mod is the best one i've ever seen o
Hi ZombiesRus5, [quote]Your welcome to use my wiki page too (http://code.google.com/p/soaseplugin/wiki/Syntax).[/quote] Yes, I have used your wiki also, thanks. [quote]I have extended my Sins Editor to have better support for all three versions of Sins as well.[/quote] It is only recently that I looked
[quote]is there anywhere where you have the ships stats posted?[/quote] No not yet, when the races approach their final balance I will consider compiling the stats.
[quote]The lag on large / medium random maps i've having i the same as i had on R1 of maelstrom[/quote] I find this hard to believe. There is a noticeable improvement in game speed between R1 and R2 as a number of people have made comment on.
[quote]Any chance you could make available the original R1 release somewhere?[/quote] There is an archive section on the Maelstrom website, go to the download page.
A question to all players of R2 of Maelstrom ... Has anyone else experienced 'extreme' lag in game play?
[quote]Well i tend to only play random maps, not the premade ones and on the larger ones i always have extreme lag later on.[/quote] Depending on what I'm testing I play 1. Large: Random Huge(Single) 2. Medium: Maelstrom (occasional Systems of War) [with one of each race] 3. Small: Random [typically one each of the original races and two each of the new races] Of the three versions of Sins (O,E & D) Entrenchment is the least susceptible to lag, even
[quote]I think most of the extreme lag happens on random medium/large maps.[/quote] Are you saying you have had other instances of noticeable lag?
[quote]TA Fighter and Galactica carrier issues. Change a line in the Fighter_TradeAlliance.ENTITY file. Change line "Canfireatfighter" from False to True Change 2 lines in the TA Capital ship carrier file, don't remember the exact name right now, not at home machine. Change two lines, "TargetCountPerBank:FRONT" and "TargetCountPerBank:BACK" from 0 to 1[/quote] Thanks for that! [quote] tried to creat a new ability but have something wrong, getting a mini d
Thanks for the feedback. From what you say I can't pick a specific reason for lagging. I'll continue testing in Diplomacy. Most of my testing is on Original and Entrenchment. BTW in R1 the TA had an ability problem with its beam defenses, self-destruct ... too many targets, too large an area. Also a booby trap ability was taken out.
A friend likes to turtle and play the Systems of War map ... no lag
Original, Expansion, Entrenchment or Diplomacy? What races are in play ... what planets? It could be an ability on a planet or a frigate combination. Is it lagging in a battle? I've had 100 Dreads in play on a Maelstrom map - ever race in play. I don't turtle and I don't tend to build to much defense.
I test on huge 10 player maps with no noticeable lag ... What version of Maelstrom are you playing?