Truthfully I'm not a huge fan of insta-kill abilities either, however strikecraft mechanics in Sins are horrific, and anything other than insta-kill abilities mean anti-fighter frigates will suck as they will never be able to touch bomber swarms, let alone stop an alpha strike. It wasn't an "easy balance solution"; it was a tragic last resort. Your numbers are nice and canon, but cannot be properly reflected in Sins' engine well I'm afraid. :(
Lavo_2
So that they can actually be effective in the anti-fighter role. It looks odd on paper, but it's worked really well for gameplay. Unlike vanilla Sins, where flak frigates are often useless, in SoGE even late game alpha strikes can be stopped in their tracks if you have enough anti-fighter frigates.
If you go into the Game Options before you start a game, make sure you have Supercaps Enabled, otherwise you get no Supercap factory.
Just saw this thread now, wanted to stop by and say thank you for making this avaliable!
Yup, one of the moon presets has a borked moon in it. I can see it now. Much obliged Stress, I'll hunt this bug down. Edit: Cause found and fixed locally, will be included in the upcoming hotfix.
You've done everything right; I've just never seen anyone have only some of the moons not render. Hence, if you have a save file where a planet has this issue I can see if I have the same issue locally. If it occurs locally, then it's an issue I have to track down. If this makes no sense, I apologize as it's around 2:30 am my time.
I assume you'd have LAA on, though I'm far too used to, lets just say less than intelligent individuals. As for the lack of LAA, Sins is very interesting in that regard. It will load SoGE fine, though it won't load half of the textures and meshes into memory. Eventually, it will dump due to running out of memory, after you see some wonderfully invisible ships. I see what you mean about moons. I haven't seen that locally; on my end either all moons are borked, which can
Have you installed LAA as noted in the instructions, Stress? Without it, Sins doesn't have enough RAM to properly load SoGE. Yeah, the MC30 issue is known and has been fixed locally. Problem is due to EJ's love of making everything have at least two materials, after exporting the model with fixed tangents in XSI, it appears I accidentally put the wrong texture for each material group, as I copy/pasted the order from the old mesh. As a result, the main skin you see on the MC30?
It is my pleasure to announce the release of SoGE 946392c! This release brings with it a number of changes, both in terms of gameplay and visuals. Gameplay The AI has been reworked and buffed. Do not be afraid to try out Easy difficulty now, you might be surprised by the capabilities of the Normal AI! The range of all ships and abilities, plus the size of gravity wells, has been reduced by 25% for an enhanced cinematic experience and more enjoya
[quote who="furyofthestars" reply="1" id="3476657"]Yes, however, your negatives would have to be a part of those researches, too, as I don't believe you can make that a part of the default racial bonuses/penalties.[/quote] To expand on this, you'd have to say have a research item for each race that has the attributes you want to change, such as a max population, and then give it a negative baseValue.
Wouldn't surprise me if someone else has tried this; however you can put civilian structures in the tactical tab and vice versa. Additionally, the titan factory works as a 100% civilian structure without issue. What will happen if you say, have a civilian structure in the tactical tab, when you hover over the tactical tab, said civilian structure will show up as having 0 slots, as it costs no tactical slots, but it will take up logistical slots even though it does not show up when
holy gravedig batman
[quote who="RespawnedTitanL10" reply="36" id="3473657"]From what I see, I think only some part of Sins can really make use of the extra RAM granted by /LAA; the 10% gains (to 2.2GB) don't seem worth the hassle of risking new bugs, but YMMV as they say.[/quote] Do you have any evidence to show that Sins will only get 10% gains? My picture there is not a representation of the maximum Sins can go to with LAA; it is purely what that specific mod could do at the beginning of a match.</
I'm going to revive the argument that LAA can let Sins use more than 2 GB of RAM, as it can in fact do so; I've managed to push Sins past 2 GB with mods and here's a picture from a few minutes ago. Usage is just over 2.1 GB.
[quote who="Delnar_Ersike" reply="2" id="3473192"]There is no way to force the AI to build more capital ships other than spawning them in via an ability.[/quote] That is false. There are ways to get the AI to spam capital ships, to the point of them being the primary parts of fleets, via AI only research that instantly levels up capital ships to level 3. What would be needed is an off page research item that has the following, plus some other tidbits to ensure the AI researches the te
Rebellion can run on any machine that can run Diplomacy, not sure why you think it cannot. Also: https://forums.sinsofasolarempire.com/356807
Unfortunately I cannot; when I had written that post I had already removed the buffs and meshes used in that experiment.
Made an interesting discovery right now. It appears that particle effects have "priority" over shield meshes. To illustrate, say you have a ship that is made invisible. It's actual "mesh" is created through a particle effect of size 1x, while the shield mesh of the ship is the "mesh" at a size of 1.03x. When the ship is attacked, you will not see the full shield mesh flare up, even though it is bigger, you will only see the outer edge of the shield mesh light up.
To add to Goa's post, putting in a HyperspaceBetweenSystemSpeedAdjustment modifier will encourage the AI to attack other star systems. With SoGE's heavily modified AI, there have been Easy AIs that have done this ~2 hours into a match. Further, giving the AI ExperienceConstantGainRate and ExperienceConstantGainLevelCap modifiers that make capital ships be insta-level 3 upon construction will get the AI to build capital ships en-mass, as it values levels. Another addition that gets the
[quote who="Ryat" reply="2" id="3468402"]Its really not useful anymore as the biggest issue is the CPU usage and lack of proper mutli core/thread support.[/quote] This is simply not true. A number of mods, such as SoGE and STA3, depend on LAA being active for stability. Without LAA, these mods are significantly more prone to crashes. Maelstrom may fall under this category as well. CPU is not nearly as limiting a factor as RAM is for these mods.
Made a tutorial for exporting Sins models, from 3ds Max to Softimage to a ConvertXSI-ready XSI, should be helpful for people here: https://www.youtube.com/watch?v=6VYVC0RznBA
I haven't been able to use it at all. Game crashes on me if I try to use it to make player ships neutral.
Yarlen, can you clarify exactly what was done with the various AI difficulties? [quote who="Landgrab" reply="5" id="3467483"]So stardock has time to implement new random events that no one cares about, but not enough time to do a 30 second fix to the feed button? LMAO![/quote] Don't be disingenuous; adding random events can be done by anyone, while changing the feed button means doing engine changes, which is more than "a 30 second fix".
[quote who="Gepard67" reply="4" id="3467169"]The research for pirates doesn' t work. ... Pirates are getting enough resources to make their research but never use or spend it for research. [/quote] This is not true. The pirates in particular do research technology; in fact the base game has given the pirates research items for that very reason.