Alpha 3.21 is now on Moddb and will be available for download in one hour. [e digicons]:grin:[/e]
GoaFan77
[quote who="Cirdale" reply="2" id="3642462"] And let them host the game using the save rather then I? Will he get the right faction though, or can we switch around which empires we run? Thanks for the response, will try tomorrow [e digicons]:D[/e] [/quote] I don't think host matters, but I guess it won't hurt. The important thing is that you all have a save file generated by the same
[quote who="WA-Numenor" reply="2593" id="3641997"] So I read the best way to prevent them from building carriers is just to create a duplicate faction for the AI, and remove their ability to build carriers all together. [/quote] I would not agree with that advice. I'd just edit the carrier research entity files and change the priority line on them to 0.00000.
Sometimes the saves can get messed up. Try sending them your save of the game, and have them use that.
What versions of Sins do you have? Make sure you're version of the game is fully up to date for your game/expansion.
[quote who="Ohoh2" reply="29" id="3642219"] I don't mean to ask a stupid question but is the dlc any fun at all? Does it make any difference in 5s games on ICO? If so please explain because i haven't yet purchased anything or is it free? [/quote] I've heard wippersnapper say the 5s MP community has decided to play with it off. Probably because it adds a bit too much chaos in the galaxy for their tastes. As with all the other DLC though, you can play with
[quote who="Allquixotic" reply="471" id="3641907"] Please let me know if this is coming soon or if it's even worth trying to make it work myself (I only have a modest amount of experience modding). Thanks! [/quote] It will be out soon (before the weekend). As mentioned I was unfortunately on vacation over the fourth of July, but now I'm back and we already have the mod running on 1.85. It just needed a little bit of polish before release (Interregnum pirates got comi
[quote who="WA-Numenor" reply="2" id="3641687"] What I mean by this is there simply a data file some where that I can just change the value to allow duplicate picture sets for the AI? [/quote] Not that I know of, sorry. I think there are lines to assign a particular AI player to a particular portrait in the map files, however I'm not sure if this actually works. There certainly isn't a global toggle for it.
[quote who="AKenny47" reply="469" id="3641588"] "HorridWar", "CyborgAnalysis", and all of the Ion Barrage abilities could do with having the "NotInvulnerable" constraint added to them. There might be one or two more abilities that ought to have the constraint added, but I think all of the main culprits have now been caught... [/quote] Awesome! Thanks again. [e digicons]:thumbsup:[/e]
[quote who="Xavrenkal" reply="2" id="3641449"] I mentioned that I have a physical copy to Trinity (which included Entrenchment and Diplomacy, yay). So that would mean I'm spending $10 on Rebellion alone... but it also means I would never need to deal with this kind of garbage again... The Steam purchase INCLUDES Entrenchment and Diplomacy bundled in, right? [/quote] Sorry, I skimmed that last bit. :p If you registered Trinity to a different account, or didn't
If you're talking about the player portraits, I think human players can have the same portrait set just fine. It's just the game doesn't like to reuse the same pictures for the AI.
Log into the Stardock Store website with the name/email of your old Impulse account (hopefully the one you're using now). If you had it on Impulse it sounds like you registered the game, so you can download the latest directly from Stardock store website. That said, its worth mentioning that the latest version of Sins, Rebellion, is 75% off on steam right now due to the summer sale. Assuming you never got any of the expansions, you'll get the content from the two micro expansi
[quote who="Sheltom" reply="18" id="3641148"] Idgaf what cheaters in multiplayer do. I seen people spawning in ships using developer code. And I been playing since Trinity came out and I paid for all my sins stuff legit, so I can say and do what I want and play how I want. My tactics used to work just fine, read what I wrote OK. [/quote] A lot has changed since Trinity, and you cannot use the developer.exe in multiplayer. If you do in f
[quote who="Aplos" reply="17" id="3641065"] Blair, could you please add a research modifier, that allows Titan building via CapitalShip Factory and special mesh point for it. [/quote] I have to say that's perhaps the strangest modding request I've ever heard of. :p
Glad you're still supporting this Zombie! I can't give you enough Karma. [e digicons];)[/e] Now that google code is down I guess I'll have to report some things so everyone else can get them fixed here. Turns out Rebellion map files can actually support spawning extra asteroids on planets after all. I only found out how to do it in galaxy forge fairly recently, but here's the syntax for them in the .galaxy file. asteroidCount 2 asteroid maxRe
[quote who="tt0h" reply="1035" id="3640785"] The mod has stopped working for me since the 1.85 patch. Hope it gets updated soon! [/quote] I hope so too, but in the mean time, you can go to Rebellion's steam properties, got to the betas tab, and go back to 1.84 until we update!
[quote who="FrankyK" reply="465" id="3640744"] They just released version 1.85 for Sins of a Solar Empire on Steam. Is this mod still compatible? [/quote] Afraid not, but you can use the steam game properties -> Betas tab to go back to 1.84 so you can play the mod while we update. [e digicons];)[/e]
[quote who="sleepyx732" reply="4" id="3640615"] I'm looking for that apparently changes how much base culture is produced varying by planet [/quote] I think like most people, you're not fully understanding how culture works. In this case, culture DOES NOT change depending on the type of planet the culture center is at. The only exception is the social specialization upgrade, in which case the planets with the most specialization upgrades will be the best, but if you
[quote who="furyofthestars" reply="462" id="3640377"] Goa, you might already be aware of this but figured I'd let you know, seems Sins doesn't like the whole 20 artifacts thing. It seems to bug out on a random 3 (which ones are different each time) where it will show the wrong planetary tool-tip and "losing" the planet does not update the research tree to show them as no longer owned. I do not know if the bonuses are properly removed. Tested via Galaxy Forge in
A bool is short for Boolean, AKA Yes/No, On/Off. Either you have it or you don't. They are not defined in any file we can access sadly, they are hard coded into the game engine. [quote]I'm looking to add a second stage to Auxiliary Government that also prevents planet loss from culture [/quote] I'm afraid that's not really possible, at least I don't think. You see the stuff in the GameInfo folder isn't actual programming code; they are files
[quote who="Nomada_Firefox" reply="33" id="3640152"] I noted a curious thing with the version from my mod made for the 1.83. The sound from weapons and some more small things is heard only by one speaker. It is not only from me, I know more people with the problem. Very curious because if it is a problem from the sounds added by me, I made them as the originals. [/quote] I remember having this problem once. I think it happened when I saved my sound files as stereo instead of
[quote who="Seleuceia" reply="9" id="3640068"] I also think Unity Mass should do chaining damage.... [/quote] Ah, a classic I was almost beginning to miss. [e digicons]:troll:[/e]
[quote who="Sheltom" reply="7" id="3640059"] Advent rebel titan [/quote] Each titan has its own strengths and weaknesses, and you sometimes need very particular strategies to take them out. High level Advent Rebel and Vasari Rebel titans are two of the hardest for new players because they require tactics you wouldn't normally use in other circumstances to defeat efficiently. For level 6+ Eradica titans, its ultimate ability grants it the ability to survive after
[quote who="Nomada_Firefox" reply="31" id="3639988"] Any changes with the last 1.84? [/quote] Very minor. They changed the MainMenuScreen/SteamMainMenuScreen window file, and added a few new strings for multiplayer. Shouldn't be very game breaking if you're mod was working on 1.83. The changes notes do indicate they may have made the planet destruction mechanic now work on a buff, rather than an ability. Not sure if anyone has tested it to confirm though
New version of the mod for 1.84 will be up momentarily. :-D