xXAequitasXx

xXAequitasXx

Joined Member # 2382696
0 Posts 39 Replies 17,325 Reputation

[quote]Sin's was made to not have turret animations. It cuts down in system power used, that way more people can run the game on lower end computers.That is not the case. Turret animations have negligible hardware drain even with thousands of ships.[/quote] Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do. The fact that the majority of ships were designed wi

770 Replies 2,172,572 Views

[quote]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 wor

261 Replies 360,445 Views

Grunkzzz: I'm playing this on Vista x64, so it shouldn't be a OS issue, assuming of course you've worked around the UAC where necessary. I'm bogged down for the next two days, but I'll try and test whenever I can. In the meantime, anyone who has experience with the .entity files is free to look through them and report on anything they find, either through PM or on this thread.

261 Replies 360,445 Views

[link="http://rapidshare.com/files/96875062/Gameplay.constants.html"]http://rapidshare.com/files/96875062/Gameplay.constants.html[/link] Modified gameplay.contants file. Place inside the GameInfo folder (.../Mods/The Mars Effect/GameInfo) and overwrite. The only changes it has are in relation to maximum logistics level (needed to go with revised logistics techs) and the diplomacy tweaks. Everything else is vanilla, no pirate changes whatsoever, not even fleet strength. Downs

261 Replies 360,445 Views

Yar, the first point chronic is not mine, I haven't touched abilities yet in 1.5 (or any other version for that matter); certainly never have seen that in my game (I'm currently running through with Vasari, and had the carrier as my second cap). Going to see what happens running through a pirate system a couple of times; worse comes to worse, I will start the gameconstants.entity file over from scratch, redo the diplomatic changes, and upload that one file as a temporary patch (actually, give m

261 Replies 360,445 Views

[quote]Will this run alongside the Distant Stars mod? Or can this only be run by itself? It would be awesome to see both running in tandiem.[/quote] It depends on the amount of changes, which files, and to what level you want to merge the two (basically, for the most part, it's a question of how much effort; the only thing that will actually conflict between two mods is if they change the same file, and even then, only if they change the exact same line are they truly "incompatible").<b

770 Replies 2,172,572 Views

That's a first...are you just trying to load autosaves or named saves? Very odd, only thing that's changed on the pirates is their maximum strength (even lower than the previous release--350 vs 400 in the previous one); I left their ships alone, respawn times, etc. I'm unfortunately without an answer on this one. :(

261 Replies 360,445 Views

Or just add a fourth one there...I'm trying to resist calling it a chin-mount. EDIT: The more I look at it, the more I like it, but I can't help but feel it's out of place. I think it would be awesome as part of a TEC ship overhaul overall, if all of the ships were redesigned to a more blue-water feel. Battlespace 3057TR has some excellent designs in that regards as well if you need general guides. I personally feel it's more of an either-or situation, rather than selectively changin

172 Replies 76,614 Views

[quote]Hey Uzii. Great mod here. Look forward to seeing even more planets out there by you. I did have one question for you when it comes to the gameinfo folder. Did you change anything around in any of the files that were already in the folder, or just added new ones to the folder? Like PlanetOcean etc are new, but PlanetBonusSubT was changed around.Thanks for any info you have time to reply with. Looking forward to seeing more planets from you.[/quote] For future reference, th

1,334 Replies 3,506,136 Views

This thread is full of epic lulz and fails. One particular forumite in particular, but I shan't name names. "Realistic" capital ships would not have windows anyway, engagements are beyond VR and the risk to structural integrity by installing windows would be nigh suicidal in a military engagement. As is, the capital ships, in order to better convey their proper size need texture work done; easiest thing would be to emphasize "smaller" (visually) armor plates, detail work, etc.

172 Replies 76,614 Views

1.) They didn't "forget" lefties, they "forgot" people who prefer to use a reversed mouse. I'm a lefty, and I resent this blatant characterization! 2.) They didn't forget anything. You can edit a simple text file and everything is set. If you can't handle a simple text edit, then you shouldn't be playing a game period. I suggest a console, they'd be more up your alley.

15 Replies 12,697 Views

[quote]Looks good Aequitas, will try it out later today time permitting.Still haven't had a chance to test the pirate fix/CTD thing multiplayer, but hopefully will be able too by the middle of the week.[/quote] I've removed all pirate changes but their maximum strength, so hopefully it'll solve people's issues with the pirates, both on and offline. Although, again, I'll stress that this is a singleplayer mod; yes, it's possible to use it online, but I can't take responsibility for anyt

261 Replies 360,445 Views

Oh, very nice. Also nice to see a couple of modders from the TES community over here, makes me feel more at home. Jaga, what types of files do you edit outside of the planet.entity files? Namely I'd like to make sure that my mod is compatible with yours; or alternatively, I can just wait until your mod comes out, check the file dates, and see what changes you made ;) Looking forward to this!

66 Replies 42,687 Views

[quote]Excellent! Now i can do away with my shoddy merge, and use something that gives BOTH mods![/quote] It took me all of two seconds to make it when I finally figured out where the hell the alpha channel went. Frackin' PS7 changing alpha into transparency; thank god for plugins.

261 Replies 360,445 Views

Just a minor request; it'll be easier to remove the (v1.0) tag on my mod, as I tend to update rather frequently; it'll be less a pain than asking you to update the version number on this page every time I do it on my thread ;)

71 Replies 271,865 Views

[size="4"][font="Impact"]V1.5 (Current Release)[/font][/size] - 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 rang

261 Replies 360,445 Views

One thing to note: I have done this exact thing in my mod ([link="https://forums.sinsofasolarempire.com/post.aspx?postid=301007"]The Mars Effect[/link]) and one thing I will tell you to *not* do is to change the PreBuffCooldownTime variable. It will affect game balance (requiring you to also change bank damage, which will in turn affect how much the tech bonuses increasing fire rate and damage affect your ships), and also have a much greater performance hit than adjusting the BurstCoun

16 Replies 11,270 Views