[quote who="Eightpock" reply="2" id="3167625"]I'd hope so. It makes the game almost unbearable. Having to zoom out and zoom in to scroll lol. [/quote] you may always deactivate the 2nd monitor for playing or use a program like cursor lock ...
tlesta
[quote who="BoneyBoy" reply="11" id="3159734"] If Ironclad did not wish to undertake this, due to inexperience with threading, lack of time, or one of a number of equally valid reasons. Then outsourcing the game engine for an overhaul would be a relatively safe bet.... [/quote] This statement is exactly what i'm talking about.
Why do people always think they can do a better job than others even if they don't know anything about it?
Hi guys, so i played a game against 5 hard AIs in Beta 3 yesterday. The only victory conditions were Capital Planets and the Occupation victory. Well aside from the fact that i were not much impressed by the AIs performance in general, it did not care at all when i took the artifact planet. The 10min timer run out and not a single fight happens. Was pretty disappointing actually. I think once one player takes the occupation planet all other players / AIs should b
[quote who="Deathra" reply="38" id="3111880"]I keep getting an error that says "Entrenchment has detected files from previous beta versions,uninstall both Sins and Entrenchment via Impulse and reinstall both" and then it closes,help?i have latest updates and i installed Trinity using a disc,help me pleeeeeeassssse,i need particle forge to work [/quote] [quote quoting="post"] I AM SICK AND TIRED OF TRYING TO GET PART
Hey guys, i just want to make a few general remarks on your discussion. Take it as the humble opinion of a "professional" physicist (although i'm not so much into particle physics) Don't believe what you read in a paper (right away). Don't argue with models that are clearly not suited to describe your situation. (i.e quantum tunneling - and FTL blablabla) Keep in mind the difference of a model (or theory) and the realit
The pirate attack AI seems odd. If pirates attack one of my planes and i defend it with my fleet, pirates will usually disengage from my fleet to hunt down a trade drone in the grav well and after that attacking my fllet again until the next trade drone arrives. In the end they run back and forth in the gravity well switching attack targets between fleet and trade drones and my fleet gets alot of free shots at them making wiping them out rather simple. Has anyone else experienc
This is possible, but it could be difficult without modding experience, depends on what you want. Most (if not all) ability effects are changed by bailknights mod. You may try to delete all files in the mods particle folder which start with "abillity", "buff", "capitalability" etc. This will basicly revert the ability effects to the diplomacy version, BUT it is possible that bailknight added completly new effects - in this case you will get minidumps because the progra
i made an inofficial update of the bailknight mod https://forums.sinsofasolarempire.com/368651/page/10 but DS is great too [e digicons]O:)[/e]
[quote who="harpo99999" reply="63" id="2985370"]tlesta, those ARE the changes that I found also, but the changes from 1.21 to 1.3X even include the playerRACE.entitys that are in most if not all mods which is why the mods need to be manually updated to 1.3x. harpo [/quote] totally agree
comparing the reference files from harpo: the only files that were modified in 1.32 are: AbilityPhaseModuleDeconstruction.entity AbilityPsiModuleDeconstruction.entity AbilityTechModuleDeconstruction.entity AbilityWorthCause.entity BuffCulturalAssistancePlanet.entity BuffPhaseModuleDeconstructionTarget.entity BuffPsiModuleDeconstructionTarget.entity BuffTechModuleDeconstructionTarget.entity Gameplay.constants" RESEARCHSUBJECT_PACT
OK, Ryat (my hero since the flagship minimod) gave permission! :D 1. download and install the Bailknight mod for diplomacy 1.01 from the OP 2. replace the entities in the gameinfo folder by the ones in the following archive http://www.mediafire.com/?ln6cec2uqnveg5p -> you now have Bailknight for diplo 1.31 It works for me, but if you have problems feel free to ask. In any case all credit
at least in single player you may change the speed up to 8x by pressing the little "+" button at the bottom of your HUD (where the entity symbol and the scuttle button is)
I updated this mod to work with v1.31 for my personal use. However i'm not sure wether i'm allowed to upload and post it, because it is not my work. The changes include (as far as i remember) only some of the pirate ships and the advent LRF. This may be easily done by yourself by comparing the diplomacy ship entity files and the ones in the bailknight mod (using notepad++) - you may need to convert them from bin to text first, but there's a nice tool to do