Try it again, had the wrong link to it.
Kreyson
> > > > 1.05 Compatible Look forward to components of Kreysons Battle Wagons mod to be part of 7 Deadly Sins! Feedback on balance or suggestions is welcomed! Download the Package, unzip, open file folder and copy over BattleWagons_Mod_Pack_V2 to your mods folder. Detailed directions are in the Readme file. If you want BattleWag
Uzzi where do you see the 1.04 reference data in the DL section? Dont see it.
I really really really hope they Fix the CHICKEN AI. Getting very agrevating, ping pong, ping pong According to the patch notes they did not fix it. Only if they home planet is being defended. If you are attacking the home planet... the game is pretty much over anyways.
I am in a similar boat as you guys. I have been thinking of this for since Sins came out. I for one, view capital ships, especially the higher level ones as legendary warships (Bismark, Enterprise, Nimitz, Missouri) that should by worthy of respect on the battle field. Strike fear in the enemy. I have a Mod already built and ready to release specifically for capital ships (but it is a 1.03 build). They are weak early on, but get stronger and stronger with the levels. I am just wait
Nice update and full of promise. Personally, i have not loaded it up yet, and will not until the new 1.04 mod tools are released. Any ETA on this? Puts a severe crunch on people who uses mods. Besides last planet or home world. Any improvement on Chicken AI? In 1.03 to hunt down and kill a fleet, it will usually flee about 4 times from planet to planet. Be really really nice if they add a code variable into the GameInfo files that allows us to Mod the f
Bailknight, can i have permission to use your wonderfull mod in a gameplay mod i am working on? Will give you credit in the read me file and give a link to your webpage. Thanks.
Is the AI being updated? There was mention about the fleeing AI and ganging up on easy and medium levels previously by the devs. Fleeing AI's needs to be addressed. Keep up the great work.
Where in the gameplay or game info files (if it exists) is the file for determining when the AI should flee from battle? Seems that it is a force strength check.. so it is a constant/ratio somewhere that can be changed. Thanks
Keep a look out guys:) I have a great mod put together that uses this mod. variable fleet supply mod + capital ships gain increased stats through leveling up. Base capital ship stats remain the same. Will post it up as soon as I get permission from Bailknight, Uzzi and Adama.
Thanks for pointing a modding newbie in the right direction:) Hopefully it wont lead me into a trap... full of capital battle ships..
I downloaded Notepad++, but having problems... i can open the file, but it looks like this.. T(NUL)H(NUL)I(NUL)S(NUL) and the lines are spread out all across the page like 10 feet to the right. How do i get it into standard format? Like MaxHullPoints StartValue 3000.000000 ValueIncreasePerLevel 120.000000 MaxShieldPoints StartValue 1250.000000 ValueIncreasePerLevel 135.000000 HullPointRestoreRate StartValue
What program do you use to open the entity files?
/shamless bump to keep this awesome mod in the spot light.
Here is a great website hosted by NASA on space pictures. Lots and lots of pictures of moons and planets. May give some options, data, skins for planetary graphics. http://antwrp.gsfc.nasa.gov/apod/archivepix.html Even if you dont use it, great pictures to look through :):) I am an Astronomy nut.
Great Mod Uzzi. Played another game last night. Still loving the new planets. Adds alot of development and strategic options to the game. For everyone, i recommend using the Seven Deadly Sins mod. Nice mod pack there (bail knights, sins, and a texture mod). The new race atlanteans are a bit unbalanced at the moment, just dont play them and pick vanilla races to play against. Has anyone colonized a relic planet yet? I have to encounter one. What is the bonus for it?
Will the AI build be re-visited in 1.04 patch? The more I play, the more i see the AI flee at roughly even odds, even when they are defending there home planet. It will make the game soo much more enjoyable to fight an enemy instead of something that flees, flees and flees.
First off, can the AI play the atlanteans? Other ideas on races since you plan on adding more to it. 1. The shadow from Babylon 5. Low trade, heavy technology on mineral and xtal extraction. units/ships cost more xtal and metal versus money. 2. How about something like the Zerg from Star Craft? Lots of cheap, weak units, even have sucidal units. THe opposite of the atlanteans.
I am still seeing the AI to flee at times with the latest patch. Even when defending its home planet.
Shamless Bump... Will it also include BailKnights mod along with the new Uzzi's mod?
Great job Uzzi, played another game last night. No problems. The naval base is a great idea. One idea... rename the Old Naval Base to the Death Star? With a change in graphics..... Keep the same stats.
If i recall, they do send larger fleets on larger maps, dont remember if it is bounty or map sized related. I know i had raids of 30-40 pirate ships coming at me. Enough to take out a medium to lightly defended planet.
TO make it easier in the future to add or remove mods, i just created a shortcut on my desktop directly to the mod folder, so it is easier to add/remove them.
Awesome job Danman. Can you post links in your original post to each of the modders main page so i can see what each mod in this pack does? Thanks!
Great work Uzzi, i downloaded 1.03A from file front last night. I deleted all mods in my mod folder and installed the new mod. Zero problems here, ran two quick small random map games.