I understood is that you wanted to load different mods (each mod consist of only one race) and play as unique mod. For that you need to change entitity.manifest, english.str and galaxy file. You of course can change those files before the game as you are doing now and mod will work. You are actually making one mod and loading only that one. If you do it before the game you are doing same thing as .exe will be supposed to do and you do it manually. For MP its hard to
Pupetier
No you cant because ..... Why you cant and how its supposed to work. Those are not my ideas those are ideas of Fileosoft and all credit goes to him Pasting from forum 7DS Edit: I did bold-ed and underline-ed things that are reason why your way of thinking doesn't work [quote]Option 3 would be to try Filesoft's "dynamic mod" alternative. [quote]Filesoft, your "dynamic mod" sounds like quite the project though. Sounds like basically you would have
If your activation code is not working you should have ringed on support doors.....
The amount of different units. 7DS mod has 12 different races so far but as myfist said uses 10 at the time. Selected by mod team. Current build is 7DS2.5 for entrenchment (still in alpha) but according to the leader Danman version 3.0 which will be for diplomacy will be "custom race build". In theory you could have 100s of races and before game you will have race selector sort of program in which you will select races you wanna play with and that program will create mod
No..... What I meant is that when pirates attack its most likely your ships wont regenerate and if they have Cap ship stats you need to have a lot of support ships and much heavier firepower to take them down.....
You do know that Pirates have disable regeneration ability on their ships?
[quote]It's a vicious circle problem. Some people do it, then everyone else wants to do it. The other problem is that I suck as a Sins player, but if I come on using a recognizable name I'll end up being a higher draft pick than I warrant.[/quote] [e digicons]:D[/e] LOL Dirty is that excuse you give yourself [e digicons]:annoyed:[/e] . If you have recognizable name people will know you and know you are good/bad. You remember Panthe
Yes you can but if you have them stacked by 10 they will attack only 1 st ship and then move on. They won't go throught all 10 ships and then attack what you selected next....
[quote] The Antorak Marauder is very nice. Not completely worthless, but I've never found a use for it in multiplayer. [/quote] I did find nice use in MP for marauder. If you are rushing and you are fighting on enemy planet where factories are present subversion is very useful because its stackable and most of the time non skilled players will try to chase it down so you can pick their fleet apart while they try to chase your fast marauder. It is fun and
And another thing. Fleet size and type needs to be balanced with research. Hull, armor and shield go with every thing but weapon research needs to be balanced with fleet composition. Note that skirmishers without at least tier 2 fully researched weapon wise are just fleet point grabbers and very weak ships. Also especially at start and also true in late games almost every ship you build will use phase missiles so its important to fully research them as well.
In microing fleet fights its better if you don't have fleets as such other than same ship type fleet perhaps divide those in smaller groups. Even those I leave loose and not tied up in the fleet. Reason being if you have fleet whole fleet will move as fast as slowest ship in the fleet and another thing is that you can select for example whole LRM bunch and go snipe his cap ships while other ships are fighting ships they are counter too. And subs need to be loose to be most effective.<
Or if you have enough bombers you can simply overwhelm hangars and destroy them in short intervals between phasic trap ends and starts.
There is sort of micro for orky to bypass all obstacles. Just wait till carriers are on opposite side of gravity well and send it to target those carriers. Orky will go below or above planet and it will stay in that plane..... this effectively rids you of all structure obstacles. BTW bomber attack is effectively negated with a few well placed hangar bays with phasic trap....
If you see me on give me a shout.... My ICO is MR G and we will play, if you are new can give you advice and/or suggestions if you want. I come on around 8 pm GMT (London).....
For advent race especially because it needs only 2 labs and mitigation increase culture is very important and it gives you boost of 10% quite early on start actually i build 1 center on my hw before i even place 1 st trade port. That is if i play advent....
Don't attack kortul if you don't have firepower to kill it. And whatever you do try not to feed it experience. LVL5 kortul can recharge a lot of shields.... But 2 Carrier caps with 3-4 drones all bombers on should be able to do it. once it runs out of AM it will die..... soon If you look at late game advent is only race than can compete with vasari fleet. The problem they have is that they need a lot of research to be able to compete with either race at start. They are
I agree overseers are a must for vasari fleet. If you can get 20 of them in addition with 10 subverters with researched upgrade. And get rid of skirmishers. Instead get enforcers and assailants. Marauder against ai is completely unnecessary get egg and 1 or 2 skirantras. Egg is great if enemy is retreating (gravity warhead) and against caps and star basses. SB attacked with nanities and subverter -10% shield negation can die really fast if you focus fire on it.
[quote]2) When the units are displayed in stacks of 20 on the left panel, and I do a right click on it, does my unit attack all the 20 units in the stack or just one unit[/quote] Yes this is one of the to do list for next patches i believe. Your units most of the time focus fire on one ship but not 100% of the time. And when that ship is killed they go back to the script (read prefer and attack ship set up by devs) and you need to set command again.
You could also sb those 2 planets your fleet is defending. AI is stupid and will surely attack directly into that sb. Level ur caps up and when they loose their fleet counterattack and sb next planet straight away. That way you can go 1 planet at the time. This strategy doesn't work with vicious AI. He replaces his fleet as you can kill it (ship production cheat that he has) and only somehow works with cruel and unfair AIs. Bombers en mass are good solution and wip
Win 7 here as well. No prob with SINS. When they came out there were some driver problems but now all companies caught up and fixed them. At least 4 things I'm using..... As to compare with XP or other OS. U need to have both installed on same rig to really see the difference. If there is that is....
Pirates beat unfair AI??? and another amazing thing you were actually able to outbid him. Usually it goes like this AI has 10k bounty on him you have 2k. Then 0.00001 second before pirate raid bounty on you magically raise to 10k + 250 credits..... Unfair AI gets 30 credits per second at start of the game. He researches technology faster and so does build ships and structures than you. What ai was it researcher or economist????... Perhaps it got screwed up with map or something.
In every war good economy is engine for war machine. So i think its better to rush trade at start. It will let you build those labs for iluminators much quicker and afterwards more ships in less time as well. Keep in mind to develop trade line (longest possible chain of neighboring planets with trade ports on them) So build ports wisely and on rest of the planets build labs. And build only as many labs as you need.
Perhaps I've written this before but ..... One game with plenty of raids and missions gone by.... very late in the game. Pirates were maxed up in terms of ship strenght (hull, shield, armor....) They ended up having more than 1000 ships in gravity well. All had more than 3000 HP and 26 armor with dammage above 50 dps per ship. Just for fun i build 20 kosutras and more than 100 subverters and fire all 20 at pirate base then send subs in..... Subs died in less that 30 seconds.</
RAM we are talking about is the ram SINS can use. Even if you have high end machine with 12 GB of ram SINS can use only 2 GB for itself MAX. That comes due to 32-bit code. If you are using those programs they enable SINS to use up to 3.5 GB of ram. But 3 gig should be enough i think. I don't think system itself uses more than 1GB so ..... but you can check in task manager. As for SINS they run well enough on 2GB of ram. One way to avoid that
@ DBKITA if you can get 6-8 kosutras and fire them at same planet you don't need to worry about choke point because all structures and fleet minus sb and caps on that planet is dead. Thats why kosutras are so devastating. In addition to that they open phase lane to any planet you want so if you cannot get 6-8 to build you can go rape his inner planets and force him on defense. And RA IMO at least in mp is thing of the past. Investment is too high and while you are investing an