justinian66

justinian66

Joined Member # 3948056
10 Posts 14 Replies 592 Reputation

Is there anyways to increase the amount of missions AI players can offer the human player? I just noticed that once I agree to a trade mission or ceasefire with a player the amount of missions they offer severely drops off. Come to think of it, I think all the AI players stop offering missions after a short while. Is there a mod out there that modifies the AI into offering more missions that you know of (thats still compatible with your mod of course)? Oh btw, I&#

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While were singing Goafan77's and his mod's praises, I'd also like to take this moment to not only thank him again for the awesome mod hes put together, but for also responding to our questions/concerns and doing things about it! If something is wrong or bugging out, you can count on Goa to at the very least address your concerns, if not fix the problem by next update. Don't get me wrong, I love the DS mod and the team they have over there is really top notch (I wouldn't b

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Still having issues in late game where FPS drop to zero and the game locks up. So bad that I cant even alt+tab or crt+alt+delete it sometimes. Granted, the 1.5 patch did make a HUGE improvement in this regard compared to the last version, but I'm still having these problems every game. Admittedly, they are larger games (8 players, medium to large maps) but I'm still playing with reduced fleet sizes and several opponents are already eliminated by the time it free

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[quote who="GoaFan77" reply="549" id="3306503"] You probably just got one of the new textures for your homeworld that did not have a dark side texture. You can still get the old ones though.[/quote] Nope, pretty much every planet lost their lights. Well, there are a few planets that still have them, such as the TerranHome as a matter of fact, but even then that's only sometimes. All of the new planets, meaning the igneous, cryo, forest/swamp, desolate, ocean t

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So Ive been trying to make my own mini mod for my own personal use (hope you're ok with that) with the DS Mod as the base and then adding in some of the changes/improvements you've come up with to it. Since for some reason the version of E4X I have always seems to be crashing as well as there's are many more files in DS that I'd have to modify and transfer over if I used yours as the base, I figured it would be easier to use the DS mod as the base (hope you're ok with that

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[quote who="Schmiddi06" reply="513" id="3294051"]https://forums.sinsofasolarempire.com/438126 What basically happens is the fps drops continuously to 0. After the freeze we get a few additional frames but then it freezes again for good. Sound is there, but interface or the battlefield won't react. Only way to get out of the game is reset PC. This has NEVER happened without the mod, even in way larger battles (not to mention we switched to small fleetsize + your changes t

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I too am having problems with the game freezing on me, particularly in the later stages of longer games. Before I just chalked it up to limitations of my processor (Intel i5) but I'm beginning to think its something to do with the mod now. I've turned down my graphics settings to the lowest (looks terrible now :() and I still get game freezes. Also, this didn't happen NEARLY as much in vanilla rebellion or with other mods that included major graphics changes (ie. Bailknights

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I like this idea of unique names for the factions. TEC for Loyalists still sounds alright imho, but I definitely like what you said about the Rebels becoming Human Trader State and their inherent Xenophobia displayed in their name. Advent Rebels could be the Reformed Congregation of the Unity or the Reformed Adventists while Advent Loyalists could be Vasari language specific names would be hard as you mentioned, but somethi

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Ah I figured it out. But thank you Seleuceia for steering me in the right path. Sorry, I should've first stated I was working on the GSD for a different mod. For those wondering what they need to do, you have to go into the original GalaxScenarioDef file in the actual "sins of solar empire rebellion", find/scroll down till you get to the part that says: planetItemType designName "Psi:CapitalShip:BattleShip2" &n

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[quote who="harpo99999" reply="443" id="3265775"]justinian66, it WAS the rebellion convertdata and the mod folders in a folder with the word rebellion(eg mods-rebellion v1.041) in the name was it? the attempt to use the original(vanilla) sins convertdata suggests that the gui could NOT find the 'rebellion' in the path to the files that you were attempting to convert, and as I stated in my last reply the convertdata's from each expansion AND version differ in

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How would I go about making a moded GalaxScenarioDef file then? Because the current file for Rebellion doesnt have them included so I guess that it falls to me, or any other Sins player/modder, to make one for themselves. [quote who="Seleuceia" reply="2" id="3266208"]Also...there are no "planet boners"...[/quote] Ahhh what? I totally thought planets could have boners! [e digicons]:S[/e] Cursed typos. Meant *bonuses*

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How could I place the new Rebellion cap ships, like the Corsev, in a map through Notepadd++? When I place the regular capital ships like the Kol, Akkan, or Sova in Galaxy Forge I can go through the file and find their respective names (Tech:CapitalShip:BattleShip, Tech:CapitalShip:Colony, Tech:CapitalShip:Carrier) but I don't know what to place (or if I even can) in order to spawn the new ships. Any idea on what they would be? Also, will there ever be an update to t

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Thanks Goa, I'm sure whenever Rebellion 1.1 comes out in Nov we can expect an update for your awesome mod too. Riiiight? [e digicons]:thumbsup:[/e] lol. Anyways, last question from me for awhile: how could I place the new Rebellion cap ships, like the Corsev, and the Hero cap ships in a map through Notepadd++? When I place the regular capital ships like the Kol, Akkan, or Sova in Galaxy Forge I can go through the file and find their respective names (Tech:Cap

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[quote who="harpo99999" reply="437" id="3263559"]justinian66, I DO have a beta version of the textbin gui for rebellion, but one or two users have had trouble with it not finding the sins rebellion on their computers, which is why it is still in beta see reply 209 in my text bin gui thread. harpo [/quote] I actually did try using your beta converter for the files in this mod before, but they didnt work. Keeps saying the program is "Not Respon

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[quote who="GoaFan77" reply="435" id="3263197"] I know they count for the super weapon limit. Unfortunately there is no other way for the AI or autocast to work unless they're done that way. I can't really give you much more advice other than to look in the GalaxyScenarioDef file to see how I've spawned them in. As for the autosaves, yeah, that's just the program. You'll get that with the Rebellion version regardless if its a modded Galaxy Forge or no

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[quote who="GoaFan77" reply="420" id="3251870"] By default you can't give anything to milita players in galaxy forge. You'll need to set up the objects you want to span, remember the internal planet (Planet12 or whatever), then open it in notepad. Then find the planet and Type in the owner "RandomMilitia". Also for the superweapon type entities (Styx Desolation Engine, Rudra Cannon, Phase Tunneler, the ones that show up in the structures section in game) you'll ne

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