I don't remember if it was in the article of Discord, but I think Blair clarified that late game you can use refineries as TEC to get at least some of these rare resources. My guess is that they're intended to encourage early game exploration and perhaps prevent rushing/spamming certain key units until the late game.
GoaFan77
[quote who="WHIPperSNAPper2008" reply="10" id="3864241"] Sometimes you want to see that Victory screen and don't want the sore loser who's dragging the game out to get the Victory screen when you leave the game as a reward for poor behavior. But you're right, it isn't uncommon for winning players to take off and join the next game up, if there is one. [/quote] I understand that. But there are tools to use see that victory screen, the victory conditions, that you don't
[quote who="SgtHydra" reply="6" id="3863974"] Pirate mechanics were absurd. Surprised this wasn't mentioned in the list. [/quote] The mechanics were fine. The problem was that there was no way to get a good difficulty level. The game varied between very weak and very strong pirates, and there were always new players that got killed by them and experienced players who could farm them and were never really challenged. I think it was really more of a design problem, as its hard
Agreed. On the topic of better factory user experience, I think Sins II really needs a Supreme Commander type repeat order for shipyards. So you can tell a factory to build light frigates until you tell it to stop, pausing if you run out of resources. Or, a ratio like 2 LF, 1 Siege, and 5 Corvettes, the repeat. The Empire tree helps with production orders while in battle in Sins 1, but if Sins II is upping the scale even more, this might be a must have.
There's a website and separate forum for it. :) https://www.sinsofasolarempire2.com/
Looking forward to see what the future holds after all this time!
Are you sure you're using the latest version?
Definitely seemed to capture the spirit of the game, there was several moments where I thought "That's what my group would do!". I'm not going to get excited, given how mixed game based movies always are, but I am watching its development with great interest now.
[quote who="trackpads" reply="572" id="3859232"] Do minimods still work? [/quote] Updated minimods are on Moddb for download.
Contact Stardock Support.
Star Wars Interregnum Beta 2 is now available from Moddb!
Enhanced 4X Mod version 1.87 has been released on Moddb. Change log is in the description.
For Rebellion there is a UI scaling option if you're playing the game at high resolutions.
If you registered your game with Impulse/Stardock, you can download your games at their latest version from the Stardock store website.
You might be able to just save the game, and load it changing the teams. I know you can change difficulty level this way on AIs. Otherwise, you can leave teams unlocked and use the Dev.exe to change to the AI and break the alliance. https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE Under normal circumstances, the only way to be certain the AI will break an all
[quote]1. Fleets VS Cntrl-#'s A. Exactly how do FLEETS function? Yes, I've done the Tutorial, and I've clicked the button in-game, but for the most part I still don't get what's happening here. All I'm sure of is that ships I didn't include in part of a fleet initially are suddenly part of it, and then I end up giving orders to units I didn't think were supposed to be getting them. B. For the competitive players - how do you use fleets
[quote who="gabrielj6611" reply="16" id="3857823"] Hallo Wie komme ich zu diesem Update? Kann kein Multiplaerspiel mehr spielen? [/quote] Steam or whichever store you bought the game from.
[quote who="Gidoza" reply="1102" id="3854736"] I'm not sure I understand. If the core AI code is not available for modders to change, then how can it be that tweaks to AI weakpoints were made? And is there a reason this isn't possible for Vanilla? [/quote] There are ways to change the game in other ways besides how the AI plays it to try and mitigate its weaknesses. For example, the AI can be inefficient in how it uses the black market, so we give it a reduction
It's possible you added too many sounds for a particular action. NumSoundsFor:ONGENERALORDERISSUED 6 Off the top of my head I don't know if I've used more than 5 lines for any particular dialogue action. I'd try setting this lower and see if that fixes it.
Sounds like you made a mistake in one of your player files. Try running your mod with the Dev.exe to see if it complains about a particular file and/or line.
Happy May 4th everyone! Come join us on Discord or watch on YouTube as I live stream one of the upcoming Campaign missions coming in Interregnum Beta 2. [video]https://www.youtube.com/watch?v=c5i5Pw2UKYM[/video] [quote who="FrankyK" reply="568" id="3850046"] Well, may the 4th 2022 be with you? [/quote] And with you!
What exactly do you mean by the texture disappears? If it all turns to the team color, that means you need to fix your cl texture alpha channel. If you don't set values for the alpha channel (fully opaque), it will completely override the base texture.
Sins does not have any random maps with this setup. But there might be a few pre-made ones, though I can't remember their names off the top of my head. You can also make your own random maps that have each player start in your own star system. Or you can download the Enhanced 4X Mod and try out a "Fiefdoms" random map, which already does this.
Can you upload the save somewhere and PM it to me? Along with your mod order if you are using any minimods besides E4X.
You cannot design your own ships in game in Sins of a Solar Empire. Sins is more like an RTS game for combat, where the normal is to have distinct units with defined strengths and weaknesses rather than customizeable ships like in turned based strategy games. If you're willing to make your own mod, as I see you have the modding tag, sure, but that is a fairly time consuming task. There are lots of mods available though.