Ok, so..... the mod looks and plays pretty awesomely, but I've got a little problem with it.... After a little while, I decided to tweak a few values in the gameinfo section of the mod folder (hanger capacities, a bit of increased firepower on support cruisers) , and now the AI has become.... REALLY stupid... as in, attacking heavily defended planets with nothing but half a dozen seige vessels, or sending enormous fleets to the ship graveyards and leaving their planets undefended.
Does anyone know what's going on here? I'm running the mod on v 1.05, if that makes anything difference.
Cheers ^^
It would be nice to see sins plus converted to 1.11 I've tried, but can't get the research techs to work and the Darelick spaceships capture as well. I really like having the extra planets, but don't care much for all what comes with 7 deadly sins.
Aaron
Why not try Solar Sins, its basically a continuation of Sins Plus.
+1 to Aaron's request. More varied planet types, but witout all the extra stuff the combined mod provides would be nice for 1.11
Aaron,
How did you overcome the issues with making changes to the GalaxyScenarioDef.galaxyScenarioDef file?
I have gotten everything else to work except making heavy changes to this file. The problem I’m having is adding more than 23 orbitBodyTypes. If you have over 23 the game crashes out with a dump file. I can’t for the life of me figure this file out. I have tried everything I know. The changes I’ve made are correct. But I think the Dev team for whatever reason has put a limitation on this file now or on adding more than 23 orbitBodyTypes. If anyone knows a work around please feel free to let me know.
What part are you referring to on the research? I have the 3 specials working that allow deep tunneling and Gas Giant research. Those work in mine. As I said the problem I’m having is getting the new planets to show up in the game only a select few show up. Please contact me at this email addy. dark88@san,.rr.com maybe we can both get this thing working.
Deleted double post.
If there's enough people that want just Sins Plus 1.3 updated to 1.1, I can give a shot at it once I'm done updating Bailknight's - so probably I can get started on it this weekend.
As others mentioned, parts or all of this mod made it into some other mod projects, but I imagine there are some who just want Sins Plus without the other extra stuff?
I'm one of those people that would like just the Sins Plus mod, so an update to 1.1 would be most appreciated.
Same Here Annatar,
I can send you what Ive done so far, but ive run into a small issue with the GalaxyScenarioDef.galaxyScenarioDef file.
This file is becoming a pain in the rear trying ot add more orbitBodyTypes. The most Ive gooten it to allow is 23. Maybe you can see something Im not.
Thanks!
Yes, that would be very much appreciated.
I also think that the Bailknight mod and this one together are great. Thats what i've been doing with 1.05
I personally wouldn't want Solar Sins because of teh fact that it adds colonizable stars, more unrealistic planets as well as the original Sins Plus unrealistic planets (old naval base industrial urban) sins plus was awesome especially after I removed those unrealistic planets and I wish that I could make it 1.11 compatible myself but I don't know how. I have ideas for new realistic planets and new skins but I'm not a modder so until I learn how to mod I guess I'm stuck...
So you are saying that planet-wide cities, as well as planet-wide industrial complexes are unrealistic? This is science-fiction after all. Unrealistic is the name of the game. And if you want examples of urban and industrial planets in other sci-fi's, Star Wars has Coruscant, which is a planet-wide city, and Warhammer 40k has Forge Worlds, which are entire planets devoted to industrial production.
Just because a lot of people asked for it and I had the free time; sorry Annatar.
Here is Uzii's updated Sins Plus file for 1.1: http://files.filefront.com/Sins+Plus+v13a+for+117z/;12467967;/fileinfo.html
All credit goes to Uzii.
Hey, no problem The sooner the better for the folks who were looking forward to it. Good work
anyone merged this with bailknights 1.1 mod?
Well, I see someone else already released an updated converted version. I also have one that’s converted if that one does not work out or has issues. I have all aspects of mine working including the research.
I will also be releasing a version with my mod added to it. Mine includes a totally rebalanced version of the Capital ships. The firepower on all Capital ships have been Increased. I have also removed the Embargo from the TEC Carrier and added repair drones. This made more sense seeing how it is a Carrier and should have this ability in the first place, not to mention that Embargo is a complete waste of a special. Also I have removed the Planetary bombardment Cannons and turned them into a TEC - Ion Cannon, Phase - Kostura Energy Cannon and the PSI - Psionic Plasma Cannon. These can now be used as defensive platforms to protect your colonies. Each race’s Cannon has its own special attributes. I have also changes the TEC Celios Command ships weapons and added a pulse laser to it. The TEC Gauss Defense platforms now have lasers in place of the gauss weapons; the range has also been increased.
Once I get the installer made and the docs written up I will be uploading the mod to the mod site.
It sounds very awesome, i too like the Uzii's planet work, it made it very different from the original Sins, and the derelict graveyard is one of my favorites, haha, i can have a full fleet, but finding some abadoned ships in the graveyard is like a present!! Anyway, thank you for the update to 1.1, it is most appreciated.
Take care,
-Teal
My hats off for Animage64 for doing a great job on the conversion! And good work to Darksxx as well. The mod work very well and now with Bailknights mod merged, its perfect!!
--Aaron
If I forgot to mention it, my mod also has Sins Plus added to it.
I merged it with bailknights already.
Thaks a whole bunch Animage! This is one of my favourite mods
Thank you very much Animage. It works better now than it ever has.
Ebs here,
Tnx much on the updated file animage, i searched for a full weekend before finding this, i'm happy now.
But there's a small problem, i can't see the culture lines between planets <the ones that tell you where you can travel to>
Sry, bit of a modder noob here. Tnx for mod again.
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