Lavo_2

Lavo_2

Joined Member # 4118112
1 Posts 129 Replies 1,713 Reputation

[quote who="Aplos" reply="519" id="3605146"]And could you add "FriendlyWithPirates" research bool modifier just to become friends with pirates and stay everyone else hostile, please[/quote] I don't think this is even possible; pirates and militia are both expressly designated as neutrals, which is how the TEC Rebels' modifier works.

543 Replies 1,416,384 Views

[quote who="Madriel" reply="515" id="3604192"] Since this has turned in some kind of wishlist, would it be possible to improve abilitys for squads/figthers? Like "ApplyBuffToTarget" or "ApplyBuffToSelf" so the squad can start a unique attack or improve itself for a period of time. Something like that would be awesome. [/quote] You can already achieve an ApplyBuffToSelf by putting an ability on the host ship with ApplyBuffToTargetsLinked.

543 Replies 1,416,384 Views

[quote who="Wintercross" reply="501" id="3601663"]Yup, that was the idea, purchasable upgrades and each ship being able to be named. The idea being each ship can specialise. Had actually coded the upgrades for a cruiser that would have given you an option of upgraded armor, long range missile pods or an upgrade to the spinal main gun.[/quote] You could always make variants of the capital ship itself, some with more armor, some with more weapons, etc, and make use of al

543 Replies 1,416,384 Views

[quote who="Wintercross" reply="496" id="3601354"]My original plan was to make AI versions of each faction (and use the faction selection menu for player and AI versions) that just use frigate variants with alternate versions with the upgrades or something along those lines.[/quote] Might I recommend going that route for humans as well from the onset? I'm really unsure as to what features you need for a general ship that capital ships cannot do.

543 Replies 1,416,384 Views

[quote who="GoaFan77" reply="480" id="3601059"]I believe Stardock or Ironclad looked into this before and there was some problem with that? [/quote] If memory serves there were issues on older computers, though I could very well be wrong here or have my own delusions. All I do know is I personally have never seen drawbacks with LAA and that everyone I know that has applied it has had much better game stability since doing so. [quote who="Blair Fraser" reply="467"

543 Replies 1,416,384 Views

Not a coding request, however, would it be possible to have Sins' exe be flagged for Large Address Aware, to allow for the game to use up to 3GB of memory? Virtually all large mods, and even regular Sins multiplayer to an extent, end up hitting the 2GB RAM limit resulting in instability or crashes. Further, from what I have gleaned, enabling the LAA flag has no negative impacts on any post-Windows XP computer in terms of performance or stability.

543 Replies 1,416,384 Views

While it's been quite a long time since this thread was posted... It was found that setting moveAreaRadius and hyperspaceExitRadius to -1.0 seems to act as a sort of wildcard. [quote who="Blair Fraser" reply="447" id="3597839"] You will get an update that fixes this map issue and a couple other minor issues. I am looking into some others but no guarantees. Is there one or two in particular that you want/need ? [/quote] I request that ApplyBuffToTargetsAtAdjacentO

543 Replies 1,416,384 Views

If you are dealing with multi-material meshes you may want to consider acquiring 3D Object Converter 4.60 or newer, as it imports those without issue. Also here's a detailed model import/export tutorial for Sins done by myself.

4 Replies 9,481 Views

[quote who="naselus" reply="78" id="3570743"]Have changed it to a flat +1 bonus mass point per level. [/quote] I forgot you could do flat mass modifiers. Yeah that's an even better option. [quote who="Horemvore" reply="79" id="3570903"] I be-line for Technology Capital then Economic Capital buildings which leads me onto the Promethium Pleasure Park, you can do the same with this for credits as you can with the Thalium Data Archive, although its not as high

735 Replies 1,243,934 Views

Both of those changes are pretty awesome. For the Hyperion Shrinker, might I recommend it being either reduced to 0.5% or 1%, or the effect being changed to being a minor logistics boost, via the logic that smaller modules are easier to haul around and lighter, thus easing the burden on logistic trains?

735 Replies 1,243,934 Views

This might be a crazy suggestion, but perhaps let military rings be added on in addition to any other single ring? Unless the changes are substantial, and they may very well be, military starbases have always seemed like an utter waste to me.

735 Replies 1,243,934 Views

[quote who="naselus" reply="44" id="3570170"]No. Frankly, I was going to update it this week, but decided against it due to the number of bugs and general instability in 1.1, which means there's likely to be a lot of changes before it goes live. I'll only be making the mod for full release versions of the game from now on, I think. [/quote] I've actually been playing on the 1.1 optin; the mod doesn't appear to be any less stable than vanilla.

735 Replies 1,243,934 Views

[quote who="dansiegel30" reply="19" id="3570005"]Thank you for the correction. Nevertheless, the AI doesnt understand the vital need for such intelligence, nor take advantage of it, by any means compared to a human.[/quote] You could give the AI an infinite amount of scout ships with a huge amount of moves, 2-3 sensors, and range for the whole map, letting them effectively see everything, and they would be the same. Further, do recall that at the higher difficulties, the AI has

27 Replies 169,220 Views

[quote who="dansiegel30" reply="16" id="3569999"]AI vs AI: It wont build such large boats in the first place, and would certainly confuse current AI programming, making it focus less on more close proximity threats/issues [/quote] I'm sorry, but this is wrong. The AI will build sensor boats if the designs are avaliable. They are not an exploit in AI vs Human if all of the major races have a sensor boat design.

27 Replies 169,220 Views

[quote who="naselus" reply="30" id="3569505"]I could really use some help, if anyone fancies it. I need to go through the techs and change all the ones which give -maintenance bonuses to buildings to give something else, as buildings don't have maintenance now. The AI is blissfully unaware of this, and still researches the crap techs; I'd like to switch the building maintenance to colony maintenance at a 5-1 exchange rate (5% reduced building maintenance = 1% reduced colony maintenanc

735 Replies 1,243,934 Views

I started playing this mod recently and I must say it is amazing. Expansion actually feels like a challenge in general, and even on an Insane-Abundant map. I no longer feel like I'll just absolutely roll the AI due handily beating them in the expansion phase, as now I'm starting to feel the effects of over expansion, as I scramble to get my wealth planets up to speed.

735 Replies 1,243,934 Views

I really like the raw production UI additions and the return of detailed approval bonuses/penalties. Disabling tech brokering is also much appreciated; it is now a standard in my games. Though for one reason or another, I cannot activate the console, no matter what key I set it to activate with.

156 Replies 614,207 Views

Personally I play with the adjacency bonuses of the resource buildings buffed back up to +3 from +2; makes them useful, and combined with 1.03's face value adjustments, not OP. With +2 only, they all are rather lacking save for the Durantium Refinery and Prometheon Pleasure Park.

8 Replies 44,391 Views

[quote who="Taslios" reply="4" id="3568356"] I really hope they get moral to do something soon.... In GCII having low moral would slow down your population growth... [/quote] This is the case in GC3. Having a lower approval results in direct penalties to population growth, raw production, and influence, all the way to -25%, while having 100% approval results in a 25% bonus. In 1.1, this is properly reflected in the tooltips/UI.

17 Replies 129,389 Views