So I built a Farm next to my Colonization Center. It says +1 to All Construction and +1 to Population. Farms are Population, right? Shouldn't my farm next door be lvl 2?
coinich
Fairly simple - I selected the scouts as my starting ship option in the custom civ builder. They never appear at the start. I was hoping this would be fixed in the latest update but it appears not. Anyone else having this issue?
I'll do that when I unlock them I guess. And Carrier spam sounds like a shame, oh well.
Pardon the late replies, but I figured best not to make another thread. I see people saying Carriers are OP, but I threw some carriers in a fleet with some cruisers and they did nothing. They released some Guardian drones that never saw combat. Now I've only unlocked the first tier of Carrier tech, no specialization. But it seems that the first module just isn't useful at all. What am I doing wrong?
I modified the batch file for GalCiv2Ult users like me and got it to work on my machine. Are you interested in the batch file?
Well damn. Nothing like a dev outright saying this stuff, thanks. I'll definitely be checking those out.
[quote who="myfist0" reply="1" id="3020799"]It is a new stand alone game. People new to the Sins franchise will not have to buy Org Sins and expansions (Trinity), just Rebellion and your good to go. I think it will be worth it [/quote] I suppose I missed that minor point... Thanks! Might make a nice Christmas present if its out in time then.
I've been away for quite a while; Sins always seemed like a slower paced game. I am very interested in Rebellion however, and I've been checking in every once in a while. But the other expansions were all $10. Why's this one four times the cost? Unless I'm reading the wrong threads, it seems like it offers just about as much game-play expansion as Entrenchment did.
Wouldn't it be simpler to work with the Player_.entities?
Tons of people have been complaining about the harder pirates in Diplomacy. Until something gets worked out, or you really want to experiment with something else, here's a basic mod to nerf them. It gives them only one upgrade per raid, and then the individual upgrades are nerfed slightly as well. I cannot verify if this will work, and if so, with what mods. You CAN delete Gameplay.constants from this version to recieve a harder pirate challenge, or copy the Gameplay.c
Its not just ATI, my Intel chip is less than two years old (from initial release) with fully upgraded drivers, but I still have the image issue.
Specifically: Gameplay.constants RESEARCHSUBJECT_PIRATE_ARMOR1 RESEARCHSUBJECT_PIRATE_HPMAX1 RESEARCHSUBJECT_PIRATE_REGEN1 RESEARCHSUBJECT_PIRATE_WEAPONS1 RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1
I'm going to release a version for normal Sins that lowers the pirate difficulty for those who complain about it as one option. I realized that I modified the DS entities instead of the Sins ones to create the effect I've achieved. Would you all have a problem if I released those files based off of the DS ones?
I didn't need to do any renaming to get it to work, and I just downloaded it today, so in theory it should work for you.
Yeah, EaW was actually what got me into Sins, after 7DS was mentioned over at my favorite mod's place. Note aside; you can occasionally get the Death Star's ability on ships for even more fun if you play the Phoenix Rising mod. More on topic: I suppose you could create planets limitedly, if you say managed to reverse-engineer the technique to blow up a planet and use it on, say, a nebula or some other suitable target.
Ah, ok, thanks! I thought I had somehow screwed up the conversion process.
Can't you change it and add it as a simple 1 file minimod?
My mistake; thanks for the fix.
I'm doing some basic modding of the pirate research files for my own tastes, but some of the entities got converted with harpo's utility with the line linkedWeaponsClass "Invalid". I have no clue what went there before invalid, or if thats proper translation. Could anyone help me out here; I'd rather not convert back with the Invalid still there.\ Files include RESEARCHSUBJECT_PIRATE_WEAPONS1 and RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1.
Just beware that cap ships can only have 5 abilities, and the 5th ability hides behind one of the top buttons so it can't be activated manually.
I don't understand the "turn them off" responses; I want the pirates, just in a different form. Then again, thats why I asked to see how I could fix it myself...
I'm somewhat in the same boat; I find it unrealistic that their cruisers have more armor than my starbases after hours of playing. Is there something I myself can modify in GameplayConstants or something to just turn these guys down?
Thanks for the update!
You ARE building mines, aren't you? I don't mean to be harsh, but if you forget that, you get almost no resources at all.
Is it possible to create a new space structure that would increase the alegiance cap?