[quote]Have you tried this with Illuminator vs. LRM or Illuminator vs. Illuminator? Could the problem just be with Assailants?[/quote] The problem is only with ships being shot at by the Illuminator....other ships seem to be fine.
Cykur
Helped test with JJ, definately something strange happening. While I'm not as concerned with individual ship vs ship balance, it would be nice to understand how the Illums do that little bit of extra splash...it is like the beams have a small duration effect....but not every time.
It would be nice to run "closed economy" games where the Black Market is disabled. Players could also have an interface where they could make secure resource trades with each other, rather than just give resources to a player and hope they get something back. ie: Offer 300 metal for 200 crystal Offer 250 metal for 1000 credits Players could also restrict who they are willing to trade with in this interface.
I fixed the wormhole issue on the map. Figuring out why the wormholes were broken and fixing them took me longer than designing the map in the first place. I've put a link up for v0.93 of the map. If you feel like testing it, please use this version. I have launched a few games to make sure everything looked right, but haven't had a chance to extensively playtest it, so hopefully I didn't break anything while reworking all the planet data so the interStarConnec
I've done some more testing of interStarConnection behavior with a test map and it supports my hypothesis that the interStarConnection index is thrown off by random planets. I've tried a few work arounds to fix my map, but they pretty much all scramble the connection indexes. Believe it or not, I've pretty much spent my entire waking day trying to identify, then fix the problem with this map. I still have an idea or two how to fix it, but it is going to be pretty tedious..
The balance is pretty good right now -- you often see a larger variety of ships in play now: I'm not certain how Vasari got nerfed....the Evac got a minor nerf, but every other Vasari cap got buffed (well, all the carriers, got buffed, so that one doesn't count). Enforcer and Skirmisher reintegration speed doubled and Subverters got a range increase and small antimatter cost decrease to Distortion Field. Also, Overseers are now viable repair ships now
[quote]Get two Marzas, level both to level 6, and activate Missile Barrage. It's probably the only viable way. [/quote] LoL...I suppose an all Marza / Hoshiko strategy would work...once your first couple Marzas hit level 6, they could level the rest, and it would become gravy after that.
This is pretty minor, but felt it is worth pointing out. I was having wormhole connection issues with a custom map I made, and after much troubleshooting I believe InterStarConnections do not generate properly on maps where there are planets with a spawnprobability that come before the wormhole in the planet list. For example, you design two star systems with 10 planets each with a spawnprobability of 0.5000. Then you add wormholes to each. Everything seems fine, bu
OK...so I did find a wormhole that had two routes, and I fixed that. I also went through the galaxy file and visually verified each wormhole had the correct star and planet data (painful, btw)...and surprisingly, they were all correct. So I fired up another test game and sent scouts everywhere...some of the wormholes work, some don't have the right target, some don't work at all.... and I think I know the problem. There are a lot of random planets that may not appear
Actually it takes somewhat different playstyles to fight many AI than it does to fight players. Someone who can do a 1v9 locked Unfair AI is probably using a strategy that wouldn't work as well against real players and they may be hitting pause a lot. Playing the game on Fast settings on a small map where I don' t have much room to expand before being rushed, and I find I can only handle 2 Unfair AI's...but I usually use the same strategies as I do with players. On a bigger
[quote]It's even more than 9 times more effective: a ship with 3x firepower and 3x HP will be killing units 3x faster which means that it only further increases its survivability since less enemy units means you are taking less damage. Plus, the more HP you have the more shield mitigation you have which increases your survivability even MORE.[/quote] I swear it is strange how people go around resurrecting old threads.... (you didn't, you just saw it now that it is
[quote]It is an impressive map, and it is preety cool how you managed to fix the starting players (although... I ended up a vasari with a human photo... hehe. [/quote] I have spent hours trying to figure out how to avoid this from the galaxy file, but as best I can tell the "PlayerTech" or "PlayerPhase" parameters are not being passed back from the "PictureGroup" variable....so maybe it is a limitation, though I'm still hopeful someone can tell me what I'm doing wrong. [quote]
If anyone is interested in giving some feedback, I have a map that I'm about to upload / release but could probably use a little playtesting. The purpose of the map is to create a random Sins campaign that follows the storyline of the Sins universe. It is intended for single player or for epic multiplayer games. While the map is large (290 planets), there are many randomized planets and many low value systems, so it isn't quite as big as it seems (maps usually have c
I'd be willing to check out the map....I noticed it isn't up for download anymore.
I'm having what I believe is a related problem. I made a map scenario that randomizes starting positions and then sets that position to specific race. When I force the player to a specific race, the picture tile used for the player doesn't get set right. At first it wasn't setting the name right either, but then I realized Galaxy Forge wasn't saving data to the "themeGroup" and "pictureGroup" variables, so I edited them manually. Now the name seems race appropria
[quote]Are you kidding? I played Requiem with a friend just to try it out, and it's about the antithesis of "polished". When a mod lumps every single ship into one weapon type and then leaves the other research trees intact, that's a clue that maybe you might want to work a little bit more on it before release. Save for the models, it needs about six months of solid work to make it a mod worth playing. Distant Stars is great, even ManSh00ter's dynamic battle mod by itsel
[quote]hey lets try to balance out the mod for MP like this, get together and see what everybody thinks and take a consensus[/quote] I can't really comment on overall balance...isn't the mod balance pretty much like Sins with some tougher cap ships? I think most of the balance issues that I have seen are from the map setups...one person could have a couple of really awesome planets next to them while another could have a few cold airless rocks. Plane
Funny you should mention...I pretty much spent the last week checking out the mods and here are some mini reviews: Distant Stars https://forums.sinsofasolarempire.com/335474/page/55 Distant Stars is pretty much like Sins enhanced in every aspect - graphics, planet variety, capital ship strength, technology...flavor! After you play it, you will probably never play regular Sins again,
Yeah, I was just testing this myself to see the differences. I never had played on fast before, so I was caught by surprise by the income rate. When I play single player, I usually play on slow for larger more epic maps (no other reason to play single player anymore). On a side note, by the end of the game the huge urban world I had was providing more income than my other 5 worlds combined. And this is considering I had to build a few labs on it, so it could have bee
[quote]yes all the income (credits, metal, crystal) has been upped, of course alot of the research and caps ships are upped in cost as well (sometimes you are paying 2200 credits, 800 metal, 650 crystal for one thing of research)[/quote] Yes, I know stuff is more expensive, but we still had a metric crapton of money. And caps are more expensive because they are about twice as powerful, so it is actually easier to deploy significantly more firepower a lot faster. I totally
[quote]Was much fun though!!!!! And fast. [/quote] It played too fast for my tastes at the beginning, though it slowed down to an acceptable speed by end of the game...and just curious, does DS always give that much money? It was like income was doubled or something. Also, because some of the planets can take so much development (Urban worlds!!!), I think DS lends itself to maps that have a few more uncolonizable gravwells so the game become
[quote]Well, that sucks. Two attempts, and no go. First time, it blackscreened on load. Second time, it loaded fine... then a few minutes into the game, it acted as if it were paused. All I could see were other people trying to pause and unpause the game as if that would fix it... and it went on like that for a minute or two, so I quit figuring everyone's game was stuck too.[/quote] You were fine, the game acted as though it were paused because someone was lagging / cra
[quote]The beta for 1.041 is out on the Requiem website's modders section; there is still a few issues in the game that I'll fix (hopefully) this weekend, but it shouldn't minidump at the start.[/quote] Thanks, I'll check it out.
ICO name Cykur I'm not on a lot, but if you see me, let me know if you want to do a DS game.
[quote who="Whiskey144" reply="499" id="2409704"]RUN THE MANIFEST MAKER!! make sure to check the boxes for the mod path AND the base Sins/Entrenchment paths. Sorry if it seems like I'm saying 'I can't believe I have to say this it's so obvious!', which I am not. The reason to use the manifest maker is because there are at least 3 new files, and a string change, so you may have to add in a couple more strings by hand, or try and add the Requiem strings to the current Entrenchment st