I don't play Cruel and Vicious because of the research cheat. They also don't scale with their environment (rich or poor planets). But I found some reasons the Hard AI is struggling and how to cheat around it (by the way when playing with SOA). I just opened a new discussion about it. I recommend you read it cause your capital ship research makes the AI even more prone to the resource+research deadlock in mid game I describe there.
I forget does insurgency require the ai to build and maintain the labs to keep the tech?
Insurgents will still attack even if the labs are destroyed.
Is that hard coded or mod choice?
Choice, sort of, WIP. Maybe it changes, maybe it doesn't.
I was talking about Vanilla Sins. I have no clue how the researches are in the mod. I am just a modeler. Not a code monkey ![]()
for the case you haven't recognized it: The Dominion Siege Capital Ability "Glory to the Founders" seams to cause a slowdown every 5 seconds

Qo'noS
http://en.memory-alpha.org/wiki/Qo'noS
or the other best reference I could find at http://memory-beta.wikia.com/wiki/Qo'noS

Just in case you missed the Earth in-game screen shots.
https://forums.sinsofasolarempire.com/371686/get;3052839
Is the above pic a screenshot? or a photoshop job? Not that we can get an "accurate" qo'nos anyway because it changed with every show.
1 thing that all Qo'noS do have in common is its mostly green with a green hue. Those 2 links I supplied are the only references I could find.
Top pic in-game screen shot and bottom pic I have no clue
Go with what u think is best.
Peddle faster. ![]()
It applies a replicating addition based on available targets. The more Jem'Hadar you have around, the more entities it creates.
I'll see if I can't get it working more smoothly, but basically it's a high load action. When you're playing near the capacity of your CPU, such things are enough to stall it.
Vulcan
In-game screenshot with reference pic below


I will add the ice flow sometime in the future.
for the case you haven't recognized it: The Dominion Siege Capital Ability "Glory to the Founders" seams to cause a slowdown every 5 seconds
Peddle faster.
It applies a replicating addition based on available targets. The more Jem'Hadar you have around, the more entities it creates.
I'll see if I can't get it working more smoothly, but basically it's a high load action. When you're playing near the capacity of your CPU, such things are enough to stall it.
My CPU wasn't really on the limit. I looked a little deeper and the potential reason for the slow down could be that many allied ships where around and the effect is set affect all "Friendly". If you limit the effect to "Player" it might solve the slowdown. As the effect is very special (I admit I don't full understand what it is doing) there could be some confusion when allied ships are affected?
otherwise I will look to peddle faster
Join the club... We do not fully understand how Sins ticks. We do know what does NOT work, but everything else is pretty much trial, and error.
Sometimes things that you would think "should not" cause any problems do cause problems. Good eye for catching it. Once something like this gets our attention we try to figure out a way to deal with it sooner or later. Depends on how heavy our workload is, and free time factor. Patience ![]()
Our Hamsters are running as fast as they can ![]()
you do a great job on this. The "emotions" factor of this mod is top quality. Your music and ambiance guy has done a professional job. The abilities a fitting and innovative. The model look good. This is one of the best mods I have ever seen.
Ohhh thanks
Wait till the next full patch for the new Dominion & Borg music line-up. All mp3, so it's easily playable with any player and high quality for if you're like me and like your desk to shake while you play.

This kind of perspective is epic!
Player versus Friendly is a more specific implementation. The frigate copy ability is a good example. If it's running around copying other peoples frigates, you have a potentially exploitative ability, and you have a small set of viable targets(they wont get your weapon research improvements) to add to your problem. Another one is the planetary shield generator, an ally could take your planet, keep the generator, and have a shielded planet without having researched it.
As a support buff on a capital ship, it makes little sense to marginalize it's effectiveness in an allied fleet. By design, it is anyway, but if you have two Dominion fleets, it will take effect on both it's own and the allied Jem'Hadar.
It would reduce it's footprint however, and if I can't get it running better(pretty sure I can) I might do that anyway, but it's not an intended behavior.
Edit:I just added two more files into the ability so that it can leave files in residence and terminate the buffs in a more logical fashion. It's behavior will be identical, but file creation every five seconds has been reduced to only those ships newly entering range. Unaffected ships will also keep a file in residence to avoid repetitive checking as well.
Hey guys.
Sorry for double post.But small question.Do you lose the tech ability when your an ally with someone if you break your treaty with them? See I (dominion) lost my cloaking ability but not my starbase plasma ability when I broke treaty with the Romulans. Is it normal or a little bug?
Normal. Not all things can be undone. Ability unlocks are pretty much it, everything else, by virtue of not caring that the previous tech requirement is gone, stays.
As I was designing them, I picked and chose among the few that were under my control as to whether it made sense for them to be unlearned or not. The cloaking device being highly controlled and installed in Cardassian ships by Romulans.
Thanks for the info psychoak.And again its a great modd.I was wondering why you chose to have the federation get the shield mitgation ability with the alliance with the dominion instead of the Klingons who were the only ones who could stand against the Breens special weapons?
That would be comparing a trait they possess, to something they'd gain. Also, mixed nuts.
The shielding problem was against the Jem'Hadar, they were inefficient against polaron based weaponry, a general alpha quadrant problem shared by the Klingons. The side effects of the energy dissipator were that it knocked their systems offline with a power loss, and didn't in the modified Bird of Prey. That would be an engine design quirk, unrelated to shields.
O yea now I remember. They disabled ships in that manner.---Off topic but Im working on 2 maps 1 with all 5 races and 1 major one with only 4.My goal is to use an extended version of the map Fortune favours the bold v.2 from entrenchment and instead of the playable borg; I will use them as the pirates but somehow let them only launch 1 borg cube at a time or something.Do you think it would be hard to code this?And do u guys have any more plans for the pirates like changing them to maybe a option to switch them to maybe species 8472?
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!

