It seems that Improvements cannot be overridden either... This is getting really annoying.
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Er, sorry, I found out that it's rather the xml not properly overriding default values. I'd like to delete this post but it doesn't seem possible.
Trying to mod the quests, and noticed that the tag for spawning the quest location doesn't seem to do anything. For example, in A Useful Potion quest, there is: [code="xml"] Map &nb
Yes, of course. I should add that I have other self-made mods running correctly: equipment mods, city level-up bonus mods, etc. It's only the tech mods that don't work. Also, if I make a brand new tech tree, put it in the Mods folder, and assign a race to use it, the tech tree will work properly. But if I mod an existing tech tree, it would have no effect whatsoever. The same is true for individual techs: basically, I can make new ones but cannot override any
For some reason, I've been having problem modding Elemental 1.1's techs. I copied the TechTree_... and Techs_... files to the Mods\Data\ folder in My Document, and then modded it from there. But somehow the game simply wouldn't read from there, and keeps the default, unmodded values ingame. I've tried it with published mods as well, such as tjashen's Tech Tree Consolidation Mod, but the same happened. So what am I doing wrong? Also, is there any explanation
For a game that's so focused on RPG, the inventory interface is terribly antiquated. There's one screen for equipment, one screen for shopping, one screen for trading. In any of these screens, there's a huge amount of wasted space -- a terrible use of screen real estate. A unified shop/trade/inventory screen is the way to go. Please do learn from other modern RPGs.
Various official and semi-official sources state that the choice of sovereign's race is purely cosmetic. I just want to point out that this is NOT true. Most obviously, the sovereign's race determines the equipment it can choose at the creation. What's less obvious, and potentially more important, is that there are many weapons that can only be equipped by certain races. For example, if you're a Trog and you buy a Journeyman's cloak, the item won't even show up on
As title: anyone been able to mod SR2:R yet? I've read somewhere that all of the data file as well as the game itself is encrypted. And indeed the PKGUnPack is no longer able to unpack the .dat files. It seems that there is some kind of score board in the Russian version that they want to prevent anyone from "cheating". But there is no such thing in the English version, and as a
This is probably not condoned, but you can purchase SR2:R from anywhere in the world if you do it through a proxy in NA.
Actually I was wrong, the problem is triggered by both negative supply and command. So bugs all around.
Why is the black market in Sins called the black market? There is nothing illicit about it. Why not just "market"?
[quote]When you're a juggernaut, there is no need to "look before you leap". Haha...[/quote] 6 frigs and 1 colony ship does not a juggernaut make.
I won't say that siege ships are necessarily too tough or too powerful, but they are certainly too fast for my taste. In more or less all stratgy games and reality current and past, siege weapons are generally slow lumbering things that require significant combined arms cover to be effective. The idea that a siege weapon can dash in and out of the battlefield, bypassing most of the planet's defense and leaving destruction in its wake is ludicrous.
[quote]For the most part, reports on the unit, tactical and strategic AI from around the net have been that its actually quite good and better than most RTS games.[/quote] Hmm, I really don't know what to say to that. I can say that they can make be pretty fierce opponent at times, but I can't shake the feeling that the AI usually play like really "bad" human players. "Bad" not as in incompetent, but as in a bloody wanker. I don't know how the Sins AI is programmed; whether they e
[quote]3) Phase inhibitors are tech 4. TECH FOUR! Let me say this again... TECH 4.[/quote] Well, doesn't matter that much whether they're tech 2 or 4, the fact is that they are pretty bloody useless once they're built anyway. They've got to be buffed substantially to have any meaningful contribution.
So I was reading through the 200 threads complaining about the annoyance of ships running away, and I decided that the 200 threads weren't enough and that I needed to add my own. So why are retreats in Sins so annoying? I thought about other RTS when I considered this question. In most RTS, when someone decides to escape from a battle, this usually means that the slower units are abandoned, while the medium and fast units stand a decent chance of getting away intact. O
Thanks for the info. It was simpler than I expected. I was bracing myself for some hardcore number crunching. On a side note, I was trying to earn the Mining Magnate (name?) achievement when I realized that the Advent's refineries don't send out ships. They seem to just magically generate extra resource. The downside of this is that on the statistic screen, you always get 0 income from refinery ships. Took me 4 hours to figure this out. Can anyone confirm this?
Yep, this would certainly tip the balance against Vasari. What's more this doesn't jive with the game's back story either. According to the manual, phase lanes are tunnels through the "Phase Space", which I assume is some kind of sub-space/alternate-dimension-type thing, as such inertia shouldn't be a factor here. Likewise, ships need to come to a complete stop before they enter phase lanes, again breaking down the slingshot idea. Was an interesting idea, though, I'll grant you that.
Somewhere (was it the manual?) I've read that each astroid can only support a limited number of refineries. Does anyone know the ideal ratio of astroids and refineries?
Not sure if this was the case before, but in 1.02, there are a few dysfunctional key binds. I tried binding Ctrl-A to attack and Ctrl-D to move, and then A to toggle auto-attack and D to toggle group move, but it seems that A and D are hardcoded to attack and move, and replacing their binds has no effect. Please fix this... who in this day and age actually orders attacks or moves instead of just using the contextual right-click anyway?
[quote]It happens with capital ship too i think.[/quote] Yes it does, still the problem is only triggered by negative supply and not negative command.
I've found a bug that I think is introduced in 1.02; although it might have been there before. It's basically a case of the queue logic and the ship construction logic don't agree. The queue logic takes into account the ongoing or queued supply research, and it allows you to queue up ships that suppass your current supply limit, up to the future projected supply limit based on your research. The supply is deducted immediately thus allowing you to have negative supply.<b
Thanks for the answers. After reading a few more posts on diplomacy, I've decided that it's realy not worth bothering; as of 1.02 anyway. Hell if I'm going to micro manage all my turrets just to get a stupid AI ally.
I'm not sure if this is a strategy or technical issue, so I'm posting it here. I'm in a 4 players FFA game on a medium galaxy, 5 stars, against the AI. I'm playing Vesari, while the AIs are each of the 3 races. I've turtled up in my own system, leaving the AIs to fight over the central system. I want to get an ally to tip the balance, so I've started to do whatever mission they give me. It seems that all of their personality to economizer, since the great majority
I'd like to change the zoom-iconization level of ships. I find myself playing mostly at a far zoom level most of the time, only zooming in when some battles become too crowded to see. But in this situation, it's also when the many ships on screen can seriously bog down the performance. So is there a way to tweak Sins so that the models don't show up until a very very close-up zoom? Frankly Sins' graphic isn't very attractive to me at all, and I'd be perfectly happy to play the game w