Just wait till you figure out how smart those damn cpus can be with full cpu set and how ridiculous the biggest map in twilight of the arnor is. That'll take a month at least, but it will be an awesome month (if you really know the game beforehand, otherwise you'll die early). But it is awesome. Just pace yourself. [quote]If our games you are trying to best, Some advice on attempting your quest: Just remember to eat, And sometimes leave your seat, So your wife won'
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[quote who="aitoruco" reply="595" id="2356664"]Hello, i`ve a little problem, so few than when i active the mod and start to play, i cant see any unit except planets..i´ve the last version who i`ve found (6) do you know what cuold be the problem?[/quote] Hmm, that makes little to no sense unless a patch did something to bork the mod or something very odd's going on. I'll get back on it in a little bit then, are you using entrenchment v1.03? If so: Are you su
I kind of think that medieval total war handled it best, with a major penalty trait for the immediate descendants that lessened over generations, but I think it should take a few generations to build up enough to be debilitating. I think it'd be hilariously twisted to let you marry off children with inheritable negative traits as a sort of weapon. It's amazing how crippling a few genetic disorders were, such as Mary Queen of Scots' case of porphyria screwing up endless royalty to the bursts o
yep, that's what I wanted to know, I wanted to know if the file name was the language's name in english or not. Thanks.
[quote]Thanks for the fast help. You made really good work with this mod![/quote] Welcome, shame I'm distracted or I would've gotten to it the day you posted. Out of idle curiosity, what was the string file named?
I think that the idea of a checkbox labeled 'keep up to date' is the best so far, because the vast majority of technological changes in that era were ways of making superior goods for the same amount of work, so it's not like making a unit with less advanced weaponry would necessarily make it cheaper. I think that the auto-upgrading should be on the commodity level if the intricate economic system is used, that is, make all newly produced items of a type automatically be the most advanced typ
[quote]So there is no version of this for regular sins?[/quote] No, sorry, need entrenchment for the starbase derivatives. [quote]Now I know what went wrong. I have the english version of Sins but the german of Entrenchment. Can I change the gamelanguage in any way?[/quote] Oh dear. If you check out C:/Program Files/Stardock Games/Sins of a Solar Empire/Entrenchment/String, it should have German.string in it. If it's Deutsch.string or somethin
[quote]When I look for the name of a ship or its abilities there is only written string not found.[/quote] Hmm, I'm pretty sure that that means your string file is messed up. Are you by any chance using a foreign copy? If so, then English.str might be misnamed and you'd want something else. It'd require a little bit of tweaking to make work though, but I'll try to walk you through it.
[quote]Imagine playing Galactic Civilizations or Supreme Commander or Sins of a Solar Empire purely from the zoomed out strategic map.[/quote] I do that by choice. [quote]It’s going to be HORRIBLE actually. At least, for the first month and a half it’ll be represent such a dense level of crapitude that it actually has its own detectable level of gravity.[/quote] Liar. Sins beta 1 was fun. Sure it was endless cap spam with no discernable tactics but it was s
Excellent, our cunning plan to turn this thread into an image board is proceeding as planned. Also, I think the reason edit isn't working is because the title's too long and it's messing up everything else. I'm going to try to get back to work on the mod soonish, but school's about to start back up and I need to deal with relearning things I should already know, so I wouldn't expect the other races for a while, probably christmastime.
[quote]just out of intrest. when do u think the full thing will b finished? cause i would realy love to see a full on fight with a smart AI that aint slow at building. or even when will the races currently in it b full or mostly finished? and will the new BFG armada ships b put in it when u have been able to code and skin the etc etc etc. but anyways u done great job with what u have done.[/quote] In the grim darkness of the far future. No, seriously, I have no idea. Mebbe a year or s
[quote]Orks should have some fully modeled/texture ships, chaos should have some modeled ones. But most of their stuff are cubes, reason being if we used sins models instead of cubes Gamesworkshop would bring down the legal hammer [/quote] Ork cruisers and chaos escorts are fully modeled and textured (no team coloring) and chaos cruisers and tau hero/protector cruisers have team color models, but apart from that the only other modeled ships are imperial and they all have finished text
No, don't overwrite the main game file, go in game to options->mods and hit view mod path, then drop it in that folder and then reload sins and it should appear on the list of mods.
What I really want to see is Crimson Skies. Same folks who came up with Mechwarrior, but crazy awesome 1930s with zeppelins for commerce and AIR PIRATES! Zeppelin riding, fighter flying air pirates! That and the fact that it was the best ode to 1930s style action drama this side of Indiana Jones, oh god what a game that was. Sure they're working on mechwarrior first, but they also got the CS license, and have said kinda obliquely that they had plans for it. I have to say that's probably my fa
[quote]I must wonder... what secrets do the people all around us, people we think we know, hide?[/quote] Ask the shadow. Only he knows what darkness lies in the hearts of men (and I bet he's gotten to know what darkness lies in the hearts of women in the intervening years). [quote]That and some of the pornography that seems necessary. Must it really be a rule of the internet that if it exists there must be porn of it? Why? For whom is this fulfilling? Why? I'm not even saying
[quote]I'm not interested in inventing a particle called the magiton, or arcaton in order to make magic a type of energy that we can observe in the world...[/quote] Don't need to, but making magic a quantifiable entity is especially important in a computer game setting, since if it isn't quantifiable for the computer it might as well not exist. Internal consistency is also quite important just so it makes sense. If magic follows set laws, it makes the handwave of 'researching' spells
[quote]weebl&bob style? what's that supposed to be? "Duh, pressing the big red shooty buttons sir-man-guy, duy" (lol)[/quote] Videos with the most incoherent voice work ever. So much so that their even less coherent scooby is more understandable than weebl. Thank goodness for speech baloons, they're reather funny. I think the effect could be mimiced by numbing your vocal cords, toungue, jaw and mouth and trying to speak. My diction is terrible, but it's not really that bad. I migh
Nert's an actual british person in case we want to follow the law that lotsa gold braid on the uniform = british accent, and I have terrible pronunciation and a worse british accent so I'd be a natural for orks, but I don't think either of us have what you would call 'talent' per se, and I'm not sure about prezo. [e digicons]:P[/e] Shame I don't know how to get in touch with a friend of mine from high school, he once went to a model un meeting and managed to persuade a lot of the res
[quote]i did try totaly taking out revion 5 and putting revision 6 but when i went to activate the mod,i get a minidup error and game frezzes i do havea save game of it and will tye hat you suggested and reproduce but im not a wiz much at this but i can get by[/quote] That's fine, if you can download the sins developer exe, put it in the sins directory and run the mod with that and tell me if you get any errors immediately before the crash, that'd make it a lot easier for me to try a
Damn, can't edit, so I guess I'll dp. [quote]god sory me again, ive ive pin pointed it to when ever i am in a fire fight with a chos fleet (them being the enemy) i was using a small size fleet ( a cpital and 5 escorts0 against 1 slaughter class ship when the slughter class started fireing it started haveing little lock ups and when it blew up the game froze[/quote] Do you have a savegame you can reproduce it with? That'd be a huge help, because I can't seem to reproduce it. If
[quote]The two races are the 'Pan-Asian Coalition (PAC)' and the 'European Union of Systems (EUS)' (copyrighted by me as of now). A possible third, based on Israel, may be introduced.[/quote] PAC's been done by EA in battlefield 2142, and it was PAC vs. EU, so might not want to see if you can get a copyright. [quote]i have downloaded a fresh copy of revison 6 put rip out revsion 5 form sose e put a fresh copy of revsion 5 in then copy the revsion 6 fiels over that over writing
[quote]I keep gettig random crashes, the last oen was when a slaughter class had just finished blowing up two of my dauntles ship so i sent a luna to fight it. thenthe game froze and crashed.[/quote] That's very odd, you might want to try redownloading a fresh version of revision 6 to base it off of, something odd may have happened with your copying. First redownloading the arc would be easier though. I have no idea what could be causing this, though, I'd need more information and I h
[quote]i found when try to build some of the ork capital ships the game crashes, i cant rember wich one the first and second i belive in the list. ill grab the names latter for you[/quote] Very odd. You mean the battleship ones with wierd names? Also, are you running revision 6 or a patched revision 5? I'll try to see what I can do to figure it out, but I did not notice any errors like that.
Good, but doesn't help in this case. The problem is that the cap for orks is the same as the cap for imperials with considerably more powerful starbases, which would make imperials ridiculously powerful. It's that I can't specify how many you can have per well by starbase type. That and the fighter ones are working pretty close to right. One last test then I release. EDIT: I'm increasing the tac caps drastically, I'm going to let costs limit your defensive allocations and allow truly
[quote]Perhaps make the Roks miny, mobile starbases rather than ships?[/quote] Think starbases are limited to one per well. Wish you could specify the cap per well on the entity file. That'd be awfully convenient. They're almost fully tested as being working right, though, and it's not too bad. The only thing is that turrets still fire when they get close, but oh well. It's as close as I can get.