I'm afraid I don't fully understand what you are trying to say.
GoaFan77
Hey IronLeg, I'm working on an update right now. Still not sure exactly when it will be ready, I hope to add some new minor factions as well so it may take a little while longer.
Pretty sure there are still some names you recognize still playing the game Mayall.
It's a known bug . Hopefully will be fixed soon.
The new DLC just came out a few days ago. Most mods, including E4X, do not support this feature just yet.
To be fair, Ferrous is pretty much the only planet where you can get more than 4 mines.
Really all you can do is play the maps or open them with the galaxy forge tool.
You won't have to redesign it, you just need to make the rest of the textures.
Kind of sounds like a graphics driver thing with all that unpredictability. I know its generic advice but maybe check if you can update them?
Glad you newcomers are liking it! [e digicons]k1[/e]
[quote quoting="post"] If give the player more 220+ research, AI at some point ceases to study them, even if it has resources [/quote] Interesting, how did you figure out this is the limit. I assume this is all the research levels combined?
Do you happen to be using the developer.exe?
[quote] I've noticed that when first transiting from one gravity well to another you leave from some "random" point but arive roughly centered on the connecting line. So I was hopping I could edit the lanes to always do this. [/quote] That's actually not true. You can arrive rather far out from the center of the phase lane your traveled on. I thought it was the father away from the lane you were on the exit planet, the farther you'd be at the destination,
[quote who="GRAVICH" reply="2709" id="3732240"] Ai stops doing research. The mod has a lot of new research abilities, weapons, etc and research in the branch "Fleet" to improve artifacts found on planets. Each race has about 220 + studies. At some point in the AI just ceases to study new research, although it has enough money and resources. This happens on any game difficulty and I don't even understand how to fix it. Changes in the string UpgradeResearch i
Ideally, you should try to set up a few choke points that can defend most of your Empire. Place starbases, repair bays, and perhaps other defenses grouped together. They should be able to deal with medium to large forces by themselves if set up properly, and even if they fail it will stall the enemy for a while for you to either recall your fleet or build a second one. If this is a big problem, Corvettes and Light Frigates are fairly fast and work well together, so having a fleet with
You need to create a mod. The simple way is to create a new folder in your mod folder, then create a "Sound" folder. Then go to the game install folder and open the Sound folder there. Listen to the files that start with Music. Find one of your tracks you want to replace it with, and paste your track into your mod's Sound folder. Rename the copy of your music to the same name as the one in the install folder. Enable your mod and you will have replaced the default
[quote who="GRAVICH" reply="2704" id="3731619"] Is it possible to make a home planet in GalaxyForge other than DesertHome and TerranHome? Will it work victory condition "HomeworldVictory"? [/quote] Yes, you can make any colonizeable planet a home world. TerranHome and DesertHome are just the ones the standard game uses, have set resource amounts and no planet bonuses.
Are you using any mods? If not, have you tried repairing the game install?
[quote]If I wanted to resize a ship mesh to make the ship one third larger. What scale on the slider would you set it to? [/quote] 1.33. 100 is 100 times larger on this scale.
[quote who="ringlord52" reply="7" id="3726555"] Update... I tried using dev from the stardock launcher and it actually worked... both times i tried it! So getting the game to run isn't a total failure [/quote] Strange. Try deleting your rebellion.user.setting file. One of the reasons the dev.exe will sometimes work but not the main executable is that the dev starts up in windows mode by default and has its own setting file. Deleting the rebellion.user.sett
[quote who="ringlord52" reply="2" id="3726460"] I'm assuming the two files in the middle are the .exe files? i cannot find any files with the extension .exe directly in the name. If this is the case yes i have tried both and get the same result. And i still have the issue with the validation not retrieving mystery file. Reduced 92% <img src="https://cdn.stardock.us/for
Does running the "Sins of a Solar Empire Rebellion.exe" and/or "Sins of a Solar Empire Rebellion Dev.exe" files directly from the install directory work?
The Advent Loyalists have a tech that gives them a chance to capture ships jumping from a planet they control. If you take the planet first, this will not occur.
[quote who="delican1" reply="2" id="3725153"] thanks - have reverted back to v1.82 but will try updating mods. [/quote] The previous Sins version should be 1.91 FYI, but use whatever you were using for your mod.
You need to update your mods to the latest version. All mods that changed the main menu had to update after the 1.92 update.