Check this out for some ideas ... http://soase.weebly.com/sins-mod-set.html The entity files in Maelstrom are all text, you don't need to convert to binary
soase-maelstrom
[quote]You can also use 0. If you set the spawn function to spawn min 0 and max 1, it will create one ships.[/quote] Thanks
[quote]Do you plan to remove fleet support for Dreads at all than? Cause with the AI always filling their fleet support to the limit, it would not spawn dreads for them.[/quote] Dreadnoughts require a minimum fleet logistic slot of 1 to spawn and that is what I am testing.
Check the Buttons_Interface.dds texture for Entrenchment (TSOP_Trinity_0.071) it seems to be missing the game speed (increase/decrease) buttons
[quote]i love this mod but i never use the replicators or fight against them as they are to strong i was wondering why[/quote] Adding to Stant123 comments ... balancing is a complicated process. It takes time. I typically play at the unfair level with multiple AI's teamed against me. I don't make or accept peace treaties.
[quote]the thing against you suggestion is that the abilities are on a planet TYPE, not home planet, so if you move your home planet the abilities DO NOT MOVE. [/quote] This solution was one I considered, but as you point out it won't work. Each Dreadnought factory is unique to a race i.e it spawns a Dreadnought that is unique to a race with unique abilities. So unless you make the Dreadnoughts identical across the races it will not work. By extension, any ability attached to
Hi Quiet_Man, [quote]the unique factory is the simples solution. I just don't like the limitation.[/quote] Can you clarify? What are the limitations that concern you?
[quote]For a another test I will set capital resource costs to 0. It could be just that AI spends money SO fast to never get capitals early on? I checked the AI players and they had huge queues not only on ship building but also research.[/quote] And that is why the Dreadnought fleet logistics was initially set to 25 ... didn't help. [quote]A possible solution could then be a re-balance of the game to make e.g. research more expensive than capitals? Also is it possible to hav
Hi Quiet_Man, [quote]Is there a possibility to scale an ability by the number of buildings (so ship yards) that have them? So to reduce the number of ships spawn when more buildings are there?[/quote] Don't think so. [quote]Or what about just let them spawn and have everyone rush to build ship yards? Increase the slot count and cost for ship yard so th
Hi ZombiesRus5, Good idea [quote]to chew on[/quote]Thanks.
Hi Bearussr, [quote]So when is your next update for this mod coming out?[/quote] At the tail-end of the next release. So will be releasing issue 2 of the mod in the next week or two. [quote]the alliance gets money and metal way to fast! I was playing with them for about 20-40min or so and I already had in mone
You shouldn't have any problems.
Hi du4l, You have to generate antimatter for replication. And here is how 1. Visit a star or 2. Build a planet production center or 3. Research the antimatter converter, it converts damage to antimatter, so in battle your ships will replicate. Note, your ships autocast the replication ability only when they are taking damage i.e in batt
[quote]The spawn function does not look for capital support points. What I'm thinking now is to have capital shipyard spawning all sort of capitals, and have more and improved spawn functions by capital (and maybe fleet) support research?[/quote] The problem with the spawn ability is that you can only trigger it via antimatter or resources. [quote]The game had problems when a ~200 ship fleet activated gravity entrapment. About 100 frigates and some cruisers had
Hi Volgun, [quote]i haven't played the original sins versions of this so ive never used a dread But what about making the free capital ship a dread so every one has that as a starter capital like a flag ship.[/quote] Yes, a Dread factory which spawns would do just that. [quote]And if possible make an ability o
Hi Quiet_Man, Suspicion its abilities ... Going back to the Dreadnoughts. Here is a interesting scenario for you 1. All players get 1 Dreadnought factory at the start of the game. The factory is super-tough so the player would only loose it if the home world was in serious trouble. The player can not build Dreadnought factories, so if they lose it then
[quote]and I already hoped I don't need to upgrade [/quote] I have no intention of removing the Dreadnoughts from the Maelstrom Expansion mod. If we can re-balance them well (which you have been attempting to do) I will remove Maelstrom for Original Sins and just use the Expansion Mod. After that the question is whether to include them in E & D. Re-balance first though. [quote]PS: did you see me remark on the capital ship cost? Did you ever tried it yourself?[/quote]
[quote]Because fleet-destroying supercapitals are awesome?[/quote] Good reason!
Hi Syneptus, Bottom line - 4 new models are 4 too many. I don't see the advantage of adding a 6th capital ship to E & D. I plan to revisit all the models and textures for the Maelstrom mod in release 3, i.e 130 meshes and 130x3 (or 4), textures. That's a lot of work, I'm not adding to the load without good reason.<
Hi Quiet_Man, [quote]I more or less agree with SpardaSon21, leave the starbase function off for original SOASE. You only need to keep the phase drive activated. The slow down alone will work. Also I have very seldom seen high level AI capital ships. Sooner or later the AI sends them on stupid scout
Hi SpardaSon21, [quote]Why not just finish the move to Entrenchment or Diplomacy and leave regular Sins behind? [/quote] Its a pleasant thought. However, I don't intend to include Dreadnoughts in E & D. The reason for this is that it would require 4 new models and I have hit the max number of sounds files (2000).
Hi Quiet_Man, Just a quick note, [quote]there is no potential for human player to misuse it[/quote] What I meant is preferences ... a human would prefer to build a Dreadnought, an AI not so. Unless you can get the AI to choose a particular capital over another there will be a 1/6 chance of building a Dreadnought i.e if you get the AI to build many capi
That's excellent ... but is that for original Sins too?
[quote]if you make fleet support dependent on capital ship support[/quote] This level of control is not available to the modders. [quote]if you set the resource requirement for the ability higher than the cost for a normal capital, the AI will still have the option to build a normal capital.[/quote] The AI does not make the decision. It's a random process based on AI saving trends and available fleet/capital slots. [quote]Even in my test game they had build the
Hi Quiet_Man, [quote]Can you change the direction the Advent dread is moving? It is so irritating when manuvering.[/quote] Are you referring to the main-screen icon or the model?