xXAequitasXx xXAequitasXx

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

Single-Player Overhaul for Sins of a Solar Empire

A Single-Player Overhaul for

Sins of a Solar Empire

V 1.5


Contents

Introduction 3

Installation: 4

Special Thanks 5

Single-Player Changes: 6

More Impressive Firefights. 6

Ship Changes. 7

Capital Ship Balance. 7

Cruiser Tweaks. 7

Frigate Tweaks. 7

Fighter/Bomber Tweaks. 7

Defensive Changes. 7

General Gameplay Changes. 9

Diplomacy Tweaks. 9

Pirate Tweaks. 9

Planet Changes. 10

Changelog 13


15

Introduction

When I first started playing Sins of a Solar Empire, I did what most of you probably did, started off on a smaller map and played one or two easy AI to introduce myself to the game. My second time around on the single player, however, follows a trend that I’ve had whenever I’ve played strategy and 4X games; I cranked out a “Huge Random” map, threw in 10 AI, and set everything at its slowest.

Before I continue, let me reassert that I love Sins of a Solar Empire. However, there were some aspects of the game that simply did not work for me, especially on larger maps. The beauty of Sins, however, is that it allows a very large amount of editing, and furthermore has easy access for those of us (such as myself) who are not as talented at programming/modeling/etc. So I began to tinker at various settings, and this is the product of my experimentation: The Mars Effect.

The Mars Effect aims to do five things:

I. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.

II. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.

III. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds

IV. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs

V. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.


Installation:

Note: Until v1.3 of Sins of a Solar Empire comes out, the total size of this mod will be roughly 1.3GB, make sure you have that much space on your HDD before installing this mod!

Disclaimer: I am in no way, shape, or form responsible for any issue(s) that may arise from using this mod, and additionally anyone who has not read this readme will not receive any help from me, regardless of their issue. I will ignore any issues that have been covered in the readme.

  1. Unzip using either 7-Zip or WinRAR into your Mods folder
    1. For Vista users, it should be located at:
      C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
    2. For XP users, it should be located at:

C:\Documents and settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

  1. You should now have the folder “The Mars Effect” located within your “Mods” folder. Within “The Mars Effect”, you should have the following items:
    1. “GameInfo” folder
    2. “String” folder
    3. “The Mars Effect Mesh” folder
    4. “The Mars Effect Textures” folder
    5. “Window” folder
    6. The Mars Effect README.doc
  2. VERY IMPORTANT! Navigate to your Sins of a Solar Empire installation directory, and copy the entire “Textures” and “Mesh” folder and paste it into the “The Mars Effect” folder within your “Mods” folder. Close the Sins of a Solar Empire installation directory window.

Your “The Mars Effect” folder should now contain:

    1. “GameInfo” folder
    2. “Mesh” folder
    3. “String” folder
    4. “The Mars Effect Mesh” folder
    5. “The Mars Effect Textures” folder
    6. “Textures” folder
    7. “Window” folder
    8. The Mars Effect README.doc
  1. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Textures” folder and paste them into the “Textures” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Textures” folder.
  2. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Mesh” folder and paste them into the “Mesh” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Mesh” folder
  3. Start Sins of a Solar Empire.
  4. Select and enable the mod through the Sins of a Solar Empire Options menu (Options à Mods)
  5. Enjoy!
  6. Feel free to report any bugs/feedback to me on the official Sins of a Solar Empire forums under the handle: xXAequitasXx

Special Thanks

Many thanks go out to Ironclad for making such a wonderful game, and to Stardock for not only going beyond what a publisher will normally contribute, but also to their lasting commitment of putting the customer first.


A gargantuan “Thank You” to - Uzii - on the official forums for helping me work through a couple of bugs as well as allowing me to incorporate Sins Plus into my mod.


Everyone on the forums for their willingness to be my guinea—erm…mod testers.


Finally, to end this Oscar acceptance, I of course have to thank my fiancée, both for her patience and her love.


Single-Player Changes:

More Impressive Firefights


·

· Done via burstcount and burstdelay, etc. Damage untouched.

· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)

· Removed default to focus fire in attempt to liven up battles, with the idea being that each ship will now engage its proper target; hopefully will further liven up battles

Ship Changes

Capital Ship Balance

· 20% more HP to all capitals' starting HP, 20% increased HP per/level;

· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level

· Carriers start off with an additional squadron, gain more squadrons per/level

· Colony ships gain additional command points per/level

· Siege capships have a 50% siege damage increase

· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level

Cruiser Tweaks

· Carriers now have two squadrons, but 20% increased cost

Frigate Tweaks

· Illuminator tweaked to have 5000 range, 15% shorter cooldown

· Vasari assailant tweaked for longer (7000) range

· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers

Fighter/Bomber Tweaks

· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent

· Build time decreased by 50%

· Individual damage decreased by 15% for Advent

· Fighter HP reduced by 30%, Bomber HP reduced by 50%

Defensive Changes

· “Point defense” (anti-strike craft) platforms for all races

o Does damage equal to three banks of anti-frigate batteries (alternatively, 75% of the frigates total damage if all four banks were firing simultaneously), but with a 50% decrease in cool down times

o Increased turrets’ turn rate

o Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

o Range of 3000

· Introduced new prerequisite techs for the point defense platforms

o TEC: “Rapid Fire Weaponry”

o Vasari: “Improved Vector Missiles”

o Advent: “Anti-Fighter Lasers”

o Research cost set to 400/0/25

· Phase Inhibitor overhauled

o Phase inhibitor now covers entire gravity well

o Phase inhibitor has 30X increased effectiveness

o Phase inhibitor has 50% increased HP

o Phase inhibitor has 10X increased build time

· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75

· Defensive Hangars now host one additional fighter/bomber squadron per/platform

· TEC Planetary Shields module HP increased by 50%

· Vasari Nano Weapon Inhibitor module HP increased by 50%

· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0


General Gameplay Changes

  • Logistics techs changed
    • More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
    • Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (90% at the highest; keeps it feasible to large empire only)
      • 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
  • Vasari Dark Fleet cooldown increased by factor of ten
  • Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

Diplomacy Tweaks

· Increased time between quests to four minutes (v1.5)

· AI is more willing to negotiate cease-fires

· Increased amount of time granted to complete a quest (50%)

o Exception of tribute quests, which were not lengthened

· Decreased happiness penalties for failure to complete quest

o Quests with higher rewards reduced less, i.e. raid missions

o "Maintain relationship" quests left the same, i.e. +/- 10%

Pirate Tweaks

· Increased pirate maximum raid strength to 350 units (v1.5)

· Removed all other tweaks as of 1.5 in order to try and solve CTD issues


Planet Changes

Now includes the excellent Sins Plus mod by Uzii!

  • Four New Planets / Gas Giants Colonizable
    • Oceanic
      • Asteroids: 4 - 6 Crystal
      • Max Pop: 70
      • Max Health: 4,500
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Barren
      • Asteroids: 4 - 6 Metal
      • Max Pop: 40
      • Max Health: 9,000
      • Max Civilian Slots: 36
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Forest
      • Asteroids: 1 - 2 Crystal | 1 - 2 Metal
      • Max Pop: 140
      • Max Health: 6,000
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Urban
      • Asteroids: 1 Crystal | 1 Metal
      • Max Pop: 1,000
      • Max Health: 10,000
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No
    • Gas Giant
      • Asteroids: 2 - 4 Crystal | 2 - 4 Metal
      • Max Pop: 60
      • Max Health: 1,500
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No

  • Three New Research Subjects
    • Improved Tunneling (Level 4)
      Widespread tunneling with improved equipment increases the population on Barren and Urban planets, as well as Asteroids. (Barren, Urban, and Asteroid population max increase)
      Level 1: 20%
      Level 2: 40%
    • Gas Giant Colonisation (Level 6)
      Allows colonisation of Gas Giants.
    • Improved Anti-Grav (Level 7)
      Allows larger colony platforms above Gas Giants due to improved Anti-Grav technology. (Gas Giant population max increase)
      Level 1: 25%
      Level 2: 50%
  • 45 New Planetary Bonuses


Detailed Capital Ship and Support Breakdown

Capital Ship Crew Research

Tech

Increase

Total

Support Points Used

Cap0

1

2

100

Cap1

1

3

150

Cap2

2

5

250

Cap3

3

8

400

Cap4

4

12

600

Cap5

5

17

850

Cap6

6

23

1150

Cap7

7

30

1500

Total

29

30

1500

Fleet Support Research

Tech

Increase

Total

Upkeep Increase

Upkeep Total

Ship0

150

250

9.375%

9.375%

Ship1

200

450

9.375%

18.75%

Ship2

300

750

9.375%

28.125%

Ship3

400

1150

9.375%

37.5%

Ship4

500

1650

9.375%

46.874%

Ship5

750

2400

9.425%

56.3%

Ship6

1000

3400

9.7%

66%

Ship7a

1550

4960

12%

78%

Ship7b

1550

6500

12%

90%

Total

6400

6500

90%

90%


Changelog

V1.5 (Current Release)

- Sins Plus (by Uzii) is now merged with The Mars Effect as of 1.5 as is

- Removed all pirate changes except for maximum strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD issue

- Reduced time between quests to 4 minutes (game default: 3 minutes); quest durations remain unchanged from previous versions

- AI willing to negotiate cease-fires at 40% happiness rather than 50%

- PD Turret range reduced to 3000

- Nifty new game-screen logo

V1.0

- Introduced point defense (anti-strike craft) platforms for all races

· Does damage equal to three banks of anti-frigate batteries, with 50% reduced cool down times

· Increased turrets’ turn rate

· Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

- Introduced new prerequisite techs for the point defense platforms

· Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and the Advent’s is now “Anti-Fighter Lasers”

· Research cost set at 400/0/25, consistent with other tier 1 research

- Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

- Phase Jump Inhibitor now 30X more effective than vanilla

- Further increased maximum pirate strength to 400 supply units

- Decreased raid warning time (i.e. the amount of time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds after the warning is first announced.

- Removed focus fire in attempt to see if fleet battles are more epic and fluid

- FIXED Vasari Bomber squadron not having the correct number of bombers (thanks go to bloodhawk32 on the forums)

V0.9A

- All fighters now have 30% reduced HP

- All bombers now have 50% reduced HP

V0.9

- Original release


Download Links:

v1.5 (Current Release)
Filefront:
http://files.filefront.com/The+Mars+Effect+v157z/;9742948;/fileinfo.html

Rapidshare:
http://rapidshare.com/files/96560052/The_Mars_Effect_v1.5.7z.html

v1.0
Filefront:
http://files.filefront.com/The+Mars+Effect+v107z/;9710019;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/95204131/The_Mars_Effect_v1.0.7z.html

357,769 views 261 replies
Reply #126 Top
I haven't tried Mars 1.5 yet but eager to do so. Is there an option to turn off pirates altogether in random maps similar to 1.02 vanilla? - thanx
Reply #127 Top
Just to tell you xXAequitasXx that the second game in which it crashed i wasnt anywhere near the pirates.Also there is another thread discussing minidump errors if anyone is interested.I dont think its a problem with the mod. Ill have another game tonight without a mod and see what happens.
The other thread is WWW Link
Reply #128 Top
This mod rocks. 'nuff said.

On that note, do you have any plans of doing for the lasers/waves/pulses what you did for the autocannons?

Ed: Also, the Moon/s and Gravitational Anomaly effects seem broken in that they have no effect on the grav-well radius (I've not noticed Porous Core, a default ability, having any impact on them either) but that may be something either for Uzii or ICO to look at.
Reply #129 Top
I just installed 1.5 and I have to say that this is an awesome mod. I was just wondering if you could make the capital ships stronger. Right now they don't feel like capital ships. Look at the Sins Enhancement MOD by icedude94, Capital ships are much stronger and harder to kill but cost double the resources to build now. Maybe you could incorporate some of his work into this one. Also, maybe you could turn off auto join fleet by default. One more question, would this be able to work with Bailknight's Graphics MOD?
Reply #131 Top
Also, the Moon/s and Gravitational Anomaly effects seem broken in that they have no effect on the grav-well radius (I've not noticed Porous Core, a default ability, having any impact on them either) but that may be something either for Uzii or ICO to look at.


I have noticed this, but was unsure on what it actually changed... I know it doesn't change the visible gravity area, but do ships need to go further out to jump? Or when they jump in, do they stop further away than normal?

The vanilla ones have no visible effect either, but I always assumed that they worked some how if the dev's put them in. Most of mine also have an accompanying bonus (apart from Super Dense Core and Hollow Core), so they aren't completely useless :D

Reply #132 Top
I have noticed this, but was unsure on what it actually changed... I know it doesn't change the visible gravity area, but do ships need to go further out to jump? Or when they jump in, do they stop further away than normal?The vanilla ones have no visible effect either, but I always assumed that they worked some how if the dev's put them in. Most of mine also have an accompanying bonus (apart from Super Dense Core and Hollow Core), so they aren't completely useless


No, I've observed ships travelling to the outside of the Gravity Well area, and yes, they do stop on the edge of the gravwell. The only thing that reduces it would be the Vasari Gravity Tolerance and the Marauder's special ability.

I can confirm that the other bonuses/penalties (like the slots for Moon/s and GA) work fine, it's just the grav-well modifiers, which I assume is a bug on ICO's side rather than yours, seeing as Porous doesn't work either.

Also, you might want to only make the GA radius penalty -50% or -75%, otherwise you'll have ships dropping in right on top of the planet/asteroid, and potentially being cannoned straight into a pack of angry defense turrets.
Reply #133 Top
When it starts working, we'll see how it acts. But yes, I can see your point.
Reply #134 Top
I'm having another problem with the mod, which plays wonderfully and is a lot of fun. Thanks for the work you've both done. :)

Now, I'm running this game on a laptop with an intergrated chip, so I don't expect wonders or anything. I could, however, play the base game on the lowest settings and most effects turned off, and it ran at a very smooth clip.

For some reason, though, my performance really dipped down after I started playing this mod. From what I can see, nothing visually has changed other than the addition of new planets/textures for those planets, and maybe the intensity of firepower in battle. The thing is, it's not just that my performance starts to slip late in the game with huge fleets (which is expected), my performance starts to slip almost right after the game starts, before any combat's taken place. This only gets worse later on in the game, to the point where I am playing at 10 fps even when I'm fully zoomed out and looking at the galaxy map.

Could the new planet textures really be affecting my performance this much? As I said, I don't expect wonders considering the machine I'm running the game on. If, however, the game ran fine before I activated the mod, and afterwards it doesn't, and there are seemingly no major visual changes that would cause a severe drop in performance, wouldn't that suggest something is a little off?

If you have any idea what it might be, and what steps I might take to rectify it, it would be most appreciated. I recognize that I am trying to run the game on out of date hardware and that it is time to upgrade, but that isn't really an option for me for a little while. I like the mod, I don't want to have to forgo it in light of these performance issues. Thanks in advance for any help you can offer.

Edit: What is also strange is that the game runs fine in the main menu... except for when I open up the mod window. Then it slows down severely, cursor drags, buttons do not respond immediately, etc. The rest of the menu runs fine, though.
Reply #136 Top
I just installed 1.5 and I have to say that this is an awesome mod. I was just wondering if you could make the capital ships stronger. Right now they don't feel like capital ships. Look at the Sins Enhancement MOD by icedude94, Capital ships are much stronger and harder to kill but cost double the resources to build now. Maybe you could incorporate some of his work into this one. Also, maybe you could turn off auto join fleet by default. One more question, would this be able to work with Bailknight's Graphics MOD?


Hey Saga, thanks for the compliments. I'll consider upping the capital ships a bit more, but I've also received comments on the other end of the spectrum that it is now too hard to pop cap ships (which I don't agree with, but just throwing it out there). Also keep in mind that I've increased the capship limit quite a bit, and I have *not* changed the actual capship cost. As is, considering the cost, and also considering that my ships get quite a bit stronger the more they level up (see capship changes in the readme), I think I've balanced it rather well.

As for the auto-join fleet, I actually haven't had too much of an issue with that, so I have not changed it. If enough people here want it changed, I'll consider it. Alternatively, if it's really bugging you, you can go into the ship.entity files and change the appropriate line, it's not a hard change, and all you need is notepad or similar text editor :)

As for Bailknight's mod, I've been following it closely, and have already expressed interest (in his thread) in incorporating it into The Mars Effect if at all possible.

I haven't tried Mars 1.5 yet but eager to do so. Is there an option to turn off pirates altogether in random maps similar to 1.02 vanilla? - thanx


Nope, that's not within my mod's goals, nor do I want to as I view the pirates as a rather enjoyable aspect to Sins.

By the way, do you think you made the capship maximum big enough?


No. :P I originally intended on 50 being the cap rather than 30, but 30 will do.

I'm having another problem with the mod, which plays wonderfully and is a lot of fun. Thanks for the work you've both done. Now, I'm running this game on a laptop with an intergrated chip, so I don't expect wonders or anything. I could, however, play the base game on the lowest settings and most effects turned off, and it ran at a very smooth clip.For some reason, though, my performance really dipped down after I started playing this mod. From what I can see, nothing visually has changed other than the addition of new planets/textures for those planets, and maybe the intensity of firepower in battle. The thing is, it's not just that my performance starts to slip late in the game with huge fleets (which is expected), my performance starts to slip almost right after the game starts, before any combat's taken place. This only gets worse later on in the game, to the point where I am playing at 10 fps even when I'm fully zoomed out and looking at the galaxy map.Could the new planet textures really be affecting my performance this much? As I said, I don't expect wonders considering the machine I'm running the game on. If, however, the game ran fine before I activated the mod, and afterwards it doesn't, and there are seemingly no major visual changes that would cause a severe drop in performance, wouldn't that suggest something is a little off?If you have any idea what it might be, and what steps I might take to rectify it, it would be most appreciated. I recognize that I am trying to run the game on out of date hardware and that it is time to upgrade, but that isn't really an option for me for a little while. I like the mod, I don't want to have to forgo it in light of these performance issues. Thanks in advance for any help you can offer.Edit: What is also strange is that the game runs fine in the main menu... except for when I open up the mod window. Then it slows down severely, cursor drags, buttons do not respond immediately, etc. The rest of the menu runs fine, though.


I'm going to guess it's a combination of activating the mod (which involves Sins looking at another directory for a whole lot of files) and the fact that my files are not "optimized" like the files in your Sins directory are (i.e. mine are still text editable, rather than the default format). That might be part of it anyway. The other aspect is that I have no idea how much HDD space your computer has left, and far more importantly, how fragmented your files are on your HDD; the menu lag/stuttering hints to me that this might be at least part of your problem. I would highly recommend (and I suggest this for all games in fact) a thorough defragmenting with a quality defragmenter. The best free one I have found is called JKDefrag, which is a *very* powerful command line application.

On the plus side, I'm happy that you're able to run Vanilla Sins on your integrated GPU, means some very nice scaling is in place. You might have to upgrade your hardware in order to get into mods more, I'm not sure.
Reply #137 Top
No. I originally intended on 50 being the cap rather than 30, but 30 will do.


Man, that'd be ridiculous, especially with the Advent's 8th tier free level/bonus experience tech.

Is there any way to specifically place the custom planet types in GalaxyForge (by getting it to load the mod data files instead of the Sins stock?) so I could make balanced maps?

If not, would it be possible to alter the .galaxy file?
Reply #138 Top
Oh nice, I'll take a better look at the Cap ships. Thanks for the info on how to turn off Auto join fleet, I never knew how to do it. I hope Bailknight agrees to do this with you. This is already an awesome MOD, and the improved graphics will push this MOD to beyond greatness.
Reply #139 Top
Man, that'd be ridiculous, especially with the Advent's 8th tier free level/bonus experience tech.
Is there any way to specifically place the custom planet types in GalaxyForge (by getting it to load the mod data files instead of the Sins stock?) so I could make balanced maps?If not, would it be possible to alter the .galaxy file?


Can you imagine what a fleet with 30 or so Advent carriers at level six would be like though? All those fighters - and all that lag, probably :)

As to your question, I don't think you can change anything in GalaxyForge. However, you can just open the .galaxy file by opening it in notepad and manually changing the planet types to the ones you want.

Reply #140 Top
I'd like to add that if you need a host that isn't filefront/rapidshare etc then I will gladly host this mod and any future updates via www.angrygames.com (100Mbit line, dedicated webserver, etc...I use it to host angrygames.com, diy-street.com, etc and have plenty of bandwidth).

I personally hate filefront and rapidshare etc. Since the mod is only 28MB, I'll allow direct linking (so you don't have to open a webpage and see advertising or whatever).

PM me or reply here if you want an extra mirror of this sort. If not, thanks for the mod and no worries! (just trying to help out...we at DIY-Street forums have fallen HARD for this game and usually get a good 5-10 player game going a couple times a night Thurs night through Sunday night)

slight edit
Reply #141 Top
@Exo: Not my area of expertise, you'll have to ask Uzii on that one.

@Saga: Thanks again, and here's to hoping Bailknight success with his efforts! :cheers:

@Bloodhawk32: OH GAWD, TEH HORRORZ!!!1 Yeah, I can only imagine, and hence why I settled on 30. Also, please keep in mind that I increased these caps with the expressed purpose of better facilitating large+ maps, thus allowing for more fleets. I did not intend for all of ye ships to be massed in one uber fleet, but hey, I'm not gonna stop anyone if they want to do it, just don't complain about any lag :P

@Angry_Games: Thanks for the offer bro, and I might take your offer up at some point, but for the moment, it's easier for me to just manage two mirrors myself. I'm also glad you and your mates at DIY-Street have fallen under the Sins frenzy. :D
Reply #142 Top
I installed the newest version of ur cool Mod. But I have had 2 CTD now. Im new to sins and if u can tell me if there's a way to see if it's your mod or me that's causeing it?
Reply #143 Top
You are THE MAN! You have done everyhing I ever wanted with Sins!

Even though I'm a huge fan of Stardock in general (and was a member since the times of the first GalCiv), in all fairness, I admit that I stopped playing Sins at its current state - I just couldn't enjoy it, as it was heavily punishing defensive players. I didn't do it in spite, but just couldn't enjoy it.

Your mod changed all that, and I truly wish to thank you for it.

I even advise Stardock to make the mod more official and even provide it through their servers or even take the changes you've into effect in a patch.

Keep up the great work!
Reply #144 Top
You were right Aequitas, this mod was woth the wait! I absolutely love it! Keep up the good work!

I already loved your mod with all the defense changes, and now combined with Uzii's (Man that mod rocks too!) mod, it's just plain ownage.

I haven't experienced CTDs just yet, but if I do, I'll be sure to report it here. :)
Reply #147 Top
CTD=Crash to Desktop. A crash that happens due to some sort of incompatibility in the code of an application or game, which results in a prompt and unplanned exit back to the desktop with an annoying error message (which uselessly also offers to report the crash to Microsoft).

I know, I know, a simple "CTD=Crash to Desktop" was required, but I felt overly informative today :)
Reply #148 Top
Alright Cheers for the pointer Marqulon. Still trying to get used to all the initials lol. :) 

EDIT:Cheers to you as well Gormoth1.Sorry neede to edit.Must have been typing as you were lol.Anyway thanks guys.
Reply #149 Top
Hey,

Just a little type, but ya may want to change the main title update from 2/3/08, to 3/3/08 so just in case people don't get confused, of course I doubt they will, but just letting you know. :)

keep up the great work.

MP
Reply #150 Top
@Exo: Not my area of expertise, you'll have to ask Uzii on that one.


I managed to get it done with a bit of tweakery (the way bloodhawk suggested, which is the way I thought would work). If you want, I can send you the map file as a kind of "official" map. It's a fixed-planet setup 2v2 called Hourglass with some very special twists for the homeworlds. I need to test it more first but it's pretty balanced so far.

Also, did you respond to my earlier question about making lasers/etc. work like the autocannons?