Zvezdochets, Nice screen shot but I don't recognize the hull. What is it? Darvroth
Darvroth
TobiWhan, I installed V0.35 and activated the mod and it didn't do anything... I'm running Windows 7 (Other mods work). Is there a newer released version than the link at the top of this page. There has been talk of V0.4 for months, just checking to see if I'm in a holding pattern, or chasing an old trail. Many thanks and team B5 keep up the stupendous work. Darvroth
The solution was to rename the "local" folder to "local settings", that forced all the subordinate data into the appdata junction.
All, The mod file path for Sins of a Solar Empire used to be this: Users\(my real name)\Appdata\Local\Ironclad Games\Sins of a Solar Empire\mods-(Sins version...) After copying the old computer to the new computer the file path is this: Users\Darvroth\(my real name)\Appdata\Local\Ironclad Games\Sins of a Solar Empire\mods-(Sins version...) I have been unable to create an "Appdata" folder directly under the Darvroth folder for some reason known
0.3 is very unstable with four NPC nations. Not sure of the exact cause but I reloaded many times just before a crash event and the only two variables I could consistently re cause the crash with were an enemy declaration of war (which is stable with 2 or fewer NPC nations) and movement of my sov and the Gil sov in close proximity of a PC town. I can only speculate that something in the path algorithm near or through a city has a bug.</
Build 1Z2 following things to report. 1) If two units beside each other are each directed to stack with the other they will swap spaces many times and never actually stack. If only one unit is directed to stack with the stationary unit there is no problem. 2) When multiple units (one at a time) are directed out of a city they all occupy the same space but will not stack. Even when directed to reform in an adjacent space various units of the unstacked hoard will
Excellent.
John_Hughes, Thanks, I'd actually figured that part out on the next "game" however I've discerned an interpaly between civic techs and city growth. It is actually quite easy once houses are obtained but dreadfully unclear prior to that. Also there are so many dead tech trees that it is largely a process of trial and error to figure out what is related to what and in what order they are required to make progress. Devs, Moving units esp stacked units into a city is easy.
Egable1, I agree with every item on your list. The following need to be added: 1) Items picked up (treasure) need to be distributable from the party leader to at least other units in that party. 2) Many quests even when within walking distance (which is rare) don't resolve when you arrive at the indicated location. The beasties are defeated but the princess/victim doesn't resolve properly, some due but not all. 3) Cities need a quick glance card when
All, The mod path for my sins is from the old computer (before the upgrade). The file path for mods as near as i can tell directs to a nonexistant directory How do I change the file path? The critical link is a appdata folder that i can not see nor find but when I attempt to make a new one windows 7 in its infinite lack of wisdom tells me already exists.... Any assistance would be greatly appreciated. Yes, i know I should have realized this earlier but haven't tried to pl
Branit Leaflef - A mage of ill repute. Part of a mage heavy party that specilized in acquiring knowledge of and objects from distant antiquity. He had an unfortunate knack for being singled out and as a result researched some formidable defensive and retributive spells and developed a sense of paranoia (a wonderful game but a bit off topic). The party was very focused on their activities and were a bit oblivous to other things. It seems several other groups of adventures made a l
Mercury Joe, I agree a change in tactics are called for. I also noticed the pirate habit, however as I expand the territory there is a good chance the pirate target will change and that is not usually obvious until they charge in. The other dreadful thing I have encountered is if you are between the pirates and their vicitm. It is a sinking feeling watching them pillage through several systems to reach their uprepaired foe and then to have them wander back through when they are d
Dargoon, The only defense I have found is use whatever resources it takes to ensure someone else is the target. You are right through the "raiding" fleets tend to camp in a system even when everything in it was obliterated. The only safe way to engage the pirate fleet is with bombers, huge numbers of bombers, and don't be afraid to run when the pirates try and close. Pirates needed a buff but the current flavor is just a bit much. In the current form a mid to late ga
Now that I have played with "Diplomatic Victory" as a possiblilty and lost to an AI while winning in every other category. Would the sages out there please explain just how the Diplomatic points are accrued as it seemed the "winner" was at war with the other players a frequently as I was. Darvroth
At first I made the mistake of not paying attention to the pirates. When I started losing upgraded stations and then planets I had to reevaluate and take a closer look. Mid to late game the pirate ships are each equal to a capital ship in endurance and offensive punch. The late game pirate swarms were so tough it was easier to just let them have the object of their desire, as slugging it out with them would have 1) inflicted significant casualties to the fleet, 2) tied up the bulk of my fleet
Blair, Stardock is showing Diplomacy as Version 1.00, is the final build already ready for down load or is that a misprint? Darvroth
CrazyElectron, I agree fighters are great for assisting mine clearance operations but they are easily distracted by enemy scouts and are near impossible to keep near enough to the scouts without intensive micromanagment, and who has time for that when I'm prosecuting offensive operations? Darvrorth
Blair, Try it out with a group of TEC scouts in post combat clearance operations and watch them pop, one by one. Occasionally the group will get one, but the most frequent outcome is an expanding cloud of debris and you are down one scout and have successfully cleared one mine. Darvroth
I whipped through a couple 4x FFA games last night and several observations come to mind: 1) The AI still builds way too many seeker mine carriers (though it IS using them to lay mines). 2) TEC mine sweepers/scouts now lack the firepower to destroy seeker mines before becoming an expanding cloud of debris. This means in essessence they can't do their job without close to a 1:1 loss ratio. I even assigned some flak and other units as protection/additional firepower but to
Having read the various trains of thought and pondered for a while; several fundamental questions come to mind: 1) How is mana generated? A mixed approach of crystals nodes, the SOV channeler (at some base level) buildings or population (but not both) and augmented by relics and or spell effects seems to me a managable approach allowing for small high magic nations and large geographic empires to both be viable options though actuall game play may turn out to favor one
I also agree in part with VAIN. There needs to be a carrier weapons module within the missile tech tree. Tied to hull size, internal capacity (influenced by miniturization), and logistics points; it would allow for carrying (sp) tiny ships within (or on external bays) on large or huge hulls, to include space stations. There would of course need to be some balancing, but I'm for it adding to a fleets total logistic capacity. The real draw back would be loss of the fighters, they would