Just an info tidbit for the OP, NU has been fully incorporated in SoGE (as of the beta) and has even been slightly tweaked; the original alpha testing for that mod was done in the beta as well. Uzii was the original maker of Sins Plus, and I believe dolynick made a version for Entrenchment that stays very close to the original version.
Lavo_2
[quote who="boshimi336" reply="21" id="3035453"]At least to some extent this does make sense. Why waste resources[/quote] Time; it will take time to research a colonization tech, versus being able to colonize something right away. This doesn't make much of a difference in vanilla, though I believe it may in Novus Universum, which is why I force the AI to do this.
[quote who="TobiWahn_Kenobi" reply="2785" id="3035429"]Yes, after re-reading the thread that might prove mighty useful if it works well for the tech trees besides the military tree. Thanks and cudos to Lavo_2[/quote] I can confirm it works for both the civilian and defense trees; I've put special priority on the former so the AI has a better economy, and grouped the latter with the military tree.
Here you go , Sinperium. This one works on Win7 64 bit for me, tool only needs the exe itself, though it was placed in a modding /Mesh dir; NovaCameron got this thing working.
[quote who="TobiWahn_Kenobi" reply="19" id="3035430"]Thanks Lavo_2, will test this for the B5 Mod. Is the dev.exe throwing errors when the researchsunject is positioned ways out of screenlimits?[/quote] Not at an x-position of 19; beyond that it does throw errors. If you are going to do this and want to avoid errors; make sure that the techs aren't overlapping, as that will generate errors when creating or starting a game; even though it will not have any negative effect on the AI
[quote who="ZombiesRus5" reply="13" id="3035095"]I tried doing more by having 2 or 3 research prerequisites but the AI just didn't appear to care to research the 2nd or 3rd and only observed the 1st when trying to unlock the hidden tech. [/quote] The game only allows for 2 research pre-reqs; if you put in a third it will be ignored. [quote who="GoaFan77" reply="15" id="3035130"]Question is though just how much should they research? If we try to make them research too much
[quote who="Zeta1127" reply="65" id="3035065"]Ah, a Yuuzhan Vong ship, I couldn't even begin to guess which one it could be, but nice to see it none the less.[/quote] Believe it or not, it's one of the few Vong ships with a canon picture , of course we've departed a lot from what the makers probably had in mind for it, due to it being a solid and visually pleasing design.
[quote who="GoaFan77" reply="2" id="3034763"]Was it Novus Universum? Had a ton of planets and pretty dark set of slightly different skyboxes.[/quote] NU killed skyboxes for the most part (that is, disable the skybox options in the effects menu for it to work right), some are pretty bright at times.
[quote who="boshimi336" reply="7" id="3034756"]That is awesome Lavo! This is the sort of information that the Babylon 5 mod team desperately needs. I'll post this link over there and see if we can't in turn help gather information with internal testing. [/quote] In order to make the AI build it er... More consistently, I made it a pre-req for one of the filler ships, which works better than a chain, as mentioned previously. [quote who="SemazRalan" reply="9" id="3034767
[quote who="random123321" reply="62" id="3034880"]ok so.... do i have to download something else? this is what i downloaded[/quote] How do I put it... SoGE is not compatible with the version of Sins you have.
SoGE only works on Entrenchment, not basic Sins.
[quote who="GoaFan77" reply="4" id="3034595"]So that little idea of mine worked? I didn't think about using it to give techs only the AI could research though, that's pretty clever. Might be worth experimenting with.[/quote] Technically, that is how SoGE's supercap system works; with *filler* -> *filler* -> *weaker supercap*. But yup, it works very, very well. While the AI might not research the AI-boosting tech right away, which I personally put to 0 cost and dev ti
Also, might be useful to know, that there's a way to force the AI to research stuff and to even prioritize some research. For this to work, you need to have spare frigate or capital ship slots (it works with modules as well, but not as effectively). Make a new ship; it's stats aren't important. Then for the research pre-reqs you put in two techs, the one you want the AI to research/prioritize, and another filler tech that simply costs too much for the AI to research. If on
[quote who="random123321" reply="58" id="3034484"]can someone help me please? i downloaded the mod but to the wrong place i think because its not showing in the game[/quote] Check this out.
[quote who="random123321" reply="1729" id="3034483"]can someone pease help me, i downloaded the mod but im pretty sure its in the wrong place because when i play the game the star wars factions dont come up.[/quote] Check this out. Also post in the new thread please.
[quote who="Zeta1127" reply="55" id="3033400"]A Subjugator-class heavy cruiser, like the Malevolence and the Devastation from TCW, cool ship, even if TCW is a canon nightmare.[/quote] I really can't stand TCW CGI series personally, but admittedly it has some nice ships and structures. The Subjugator line in SoGE is based off of the Malecolence rather than the Devastation .
From the beta. Original skin from IA2/RaW, re-UV'd and whatnot by the50first.
I've had issues with Softimage 2012 as well; I made the mistake of using that to try my first rigging attempt. Needless to say I use 7.5 now.
[quote who="tyr402" reply="51" id="3029465"]Will the NR fleet have the awesome Viscount-class Star Defender???[/quote] Yes, it is already in.
[quote who="Keyman1848" reply="737" id="3027158"]I was playing a game as Colonials and noticed that the fighters were just waiting but had targets locked. I don't know if this is some error im having or a bug just letting you know.[/quote] If you mean the fighter's icon was just standing still, this is an issue with the game engine. At times, if you zoom in, you will see the fighters themselves moving, but not their squad icon.
If you are on a mod, this is easy. Make a modified TerranHome which has ABSURD Crystal/Metal generation per mine and a massive population. This is assuming you are not playing yourself and just are using this for testing.
If you like Star Wars there's Requiem and Sins of a Galactic Empire. The former adds the Alliance and Empire while keeping vanilla gameplay and factions, while the latter is a total conversion (i.e. gets rid of the stock factions). There's also 7 Deadly Sins, which has the Empire along with several new factions and features. For Star Trek there's Sacrifice of the Angels 2, which is a total conversion, like SoGE. The link Ryat posted is also a good one to look at.
[quote who="zoommooz11" reply="48" id="3023627"]Got my access. Now, are there any specific star wars maps which use all of the new planet types? I had a search and could not find any that are up to date for the latest (649) beta. [/quote] You could always do a Random map; those have all the planets, the ones you'd see are randomly chosen of course. The SW Galaxy map(s) also fit what you are looking for.
[quote who="zoommooz11" reply="43" id="3023475"]Ah, thanks for the reply. In SOGE I have general, testing, features and gampley (4). So it seems I need to wait for someone to activate it for me. Not that I'm impatient (alright, I am lol) but what is the usually time/ how often is the site monitored for this access?[/quote] Not that long, you should have access by sometime tomorrow. The thread with the install information <a href="http://warlords.swrebellio