Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful!
Version 1.00 Released!
Make sure to ask for permission before republishing any part of this mod to the public!
Downloads
1.05 + DLC Compatible:
0.12 ALPHA Release:Full Download:http://distantstars.mmobase.com/rebellion/Distant_Stars_(R)_ALPHA_0.13_[45189661].7z
Full Download MIRROR:http://www.moddb.com/downloads/distant-stars-rebellion-alpha-013
MD5: 69486D2FCD3F35E46E6F5EF8C9F1634A
1.34 Compatible:
1.01 Release:Full Download:http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z
1.051 Compatible:
Beta 0.9951 Release:Full Download:http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z
1.14 - 1.181 Compatible:
Version 1.01:Full Download:http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z
Multiplayer Games:We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together.
The times are:4pm EST (9pm GMT) Saturdays & Sundays9pm EST (2am GMT) Saturdays & SundaysIf you want to organise other games please go ahead using the same topic to consolidate all the information in one place and hopefully get more games together within our community. These games are for PvP, PvAI & PvPvAIso come along and we'll get some games going!
Screenshots:We've setup a thread so you can all post your screenshots to share with us the Distant Stars team and its players. Im sure we're all intrigued to see what kinds of battles and events you've all been having on the mod aswell.
Lore:We know some of you guys love to role play whilst using Distant Stars, and here's a topic for you guys to post all of your role playing stories, character profiles and anything else you can imagine.
Maps:Some of you avid map makers out there have produced some great maps but never really had them recognised because they've got lost. Well here's a topic for you to post a link to the download (we can even provide mirrors if necessary) a screenshot or two of the map for us all the preview and if enough people like it we'll even include the map in with the actual mod!
Please visit our website and for more information, change logs, downloads, and to report bugs. Our website can be found here: http://distantstars.mmobase.com
Bug Reporting
If you want to report a bug please use the Bug Report feature on our website:http://distantstars.mmobase.com/?m=reportabug
Please include as much information as possible, if you have an error log feel free to post it on these forums and we'll take it from there. If you can reproduce the error please include the error log (read below to find out how to enable error logs) and include as much detail on how to reproduce the problem.
To enable logging:Windows Vista/Windows 7:C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\SettingorWindows XP:C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
Open the user.setting file (using Notepad, Wordpad or any text editor) and scroll down to the bottom 7 lines from the bottom is the line:LogOutput FALSEChange FALSE to TRUELogOutput TRUE
and from then on any Log files will be saved to the debug folder:Windows Vista/Windows 7: C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug or Windows XP: C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug
If you get these log files to us (you can just paste them in to a forum post) we can hopefully get your issues sorted.
Frequently Asked Questions
All files are compressed using 7Zip to shrink the download filesize. To extract these files you must use WinRAR or 7Zip.Any Patches should overwrite the original install directory, either by extracting over the original folder, or cut/copy & pasting over the existing file/folder structure.
1) My game keeps crashing, is there anything I can do to stop it?i) Are you running the game on maximum (highest) settings? if so, lower them to High or Medium, there is a known issue with the game using up too much memory, there is nothing we can do about this, also no matter how powerful your pc is, it is affected by this issue no matter the pc it is not above this crashing issue, it is a game problem not a hardware one, so quite simply lower your settings. If you still have an issue with crashing see point two.ii) Give us as detailed information as possible about the crash, what was happening at the time of the crash, what races, ships, abilities were involved. If you can supply a Debug Log (see above for more information about logging) and post a bug report on our website.
2) The loading screens and portrait pictures dont appear properly, whats wrong?i) This is an issue with ATI based graphics cards (rarely affects Nvidia based cards) we're looking in to the issue.
3) Why dont you support converting Distant Stars in to TXT format?i) Quite simply many things can go wrong with converting your mod to TXT, we cant help you with something you've probably broken yourself.
4) Can I mod Distant Stars for myself?i) Yes you can however please do not distribute our mod or our mod that you have edited to the public. You must ask for permission to do so, we will regrettably stop distributing our mod to all if users abuse our work.
5) Your mod is in BIN format I can't edit the files, what can I do?i) You can convert the mod to TXT format however we wont offer any support to versions of the mod that have been converted to TXT.
6) Why is Distant Stars distributed in BIN format? i) Mods load faster in BIN format and are less likely to have issues in this format.
7) I'm having trouble installing the MOD, do you have any more instructions?i) Carbon was kind enough to do some more advanced instructions out here.
8) Is there any way to make new maps for Distant Stars using GalaxyForge?i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets.
Or, the DIY approach (without custom icons):
ii) The GalaxyForge supplied by the devs will still work with our Mod, however to be able to access all of our planetary bonuses, templates, planet types and stars you will need to take our GalaxyScenarioDef.galaxyScenarioDef (found in the GameInfo folder of the mod) and place it in to your GalaxyForge folder, overwriting the original GalaxyScenarioDef.galaxyScenarioDef (if you still wish to make maps for the original game keep a backup of the original file). This will allow you to use all of the Galaxy changes included in our mod.
Note: Any maps made for Distant Stars will not work with other Mods. See #8.2 for DIY instructions for map making or take the appropriate files from Entrenchment, they're cross-client compatible.
Some statistics...
Since August 2009 to February 2011 we have had over...
400,000 Unique visits to the website12,000GB (12TB) of data transferred from our website
That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded.
Thanks to everyone that has supported us this far and making our mod as popular as it is!
You do realize that the inherent flaw of comparing DS to SOGE on the issue of gameplay balance is that DS is an enhancement mod, meaning we take what's already there and make adjustments, and SOGE is a total conversion mod, meaning it takes what's already there, throws it all in the garbage, and then makes all new stuff to take it's place.
Two completely different modding animals. In a total conversion mod, if something isn't working out, you just get rid of it. In an enhancement mod, if something isn't working out you tweak it repeatedly until as few people as possible are complaining about it.
Now you pick on one thing I took as a comparision?
Cmon.Dont bash on a miniscule thing such as taking a not so goood comparison.
I just took it as an example becuz of that i playes differently.
Understand this,I am aware that DS is an improvement mod but nothing in this stops DS from IMPROVING the GAMEPLAY. THe gameplay with DS does not really change.So,I only desire a bit of balance and gamplay changes so DS to enhance sins experience.Vanila sins is flawed.See me points on the last page.
An please,dont criticize for the sake of criticizing.Making some upgrades,abilites,firagtes and so on more useful would only make Sins better,
If you complain about the critic I put,only describes the fact that you did not even understand the critic.
I'm not bashing or criticizing anything. You're the one doing that by adding in your own emotions to what I said. Read it again without your own opinions added in. I merely explained the differences in the two types of mods and how, with the examples you've chosen to give, the difficulties in achieving gameplay balance.
Trust me, if I wanted to bash or criticize you, you'd know it because I'd pick apart your statement line by line and smack you over the head with it until you left the forums crying to your mommy that I was being mean to you. You sir, owe me an apology.
I however, will go ahead and give it a crack.
Not really. They are more intense with shielding, but they only benefit from firepower later in the game. Even then, the raw numbers support the Vasari due to their focus on phase missiles which bypass Advent shield focus. The abilities, in a stand alone form, are their focus. But when you combine Vasari abilities in the right order, they can deal out much greater damage. It means more micromanagement, but pays off even in the early game.
The Vasari are kiters. Sound weird? For a lot of us, it is. I'm sure most people here live in countries that at one time or another could afford to use the Go Big or Go Home method of warfare. The Vasari are a limited few with precious few resources. Think Vietnam. The Vietnamese could not afford prolonged engagements or out in the open operations. The Vasari are much the same way. They have ships that can phase, can enhance their engines, and teleport your men behind enemy lines. These are very much their elements. They are a challenge precisely because you have to learn to obtain a difficult beachhead, but they pay off if you can do it.
Not really just one ability, cause a fleet of subverters (IMO) will not stand alone. That aside, this is the payoff for surviving the early game. Then again, bring your cruisers in mass and watch a couple of Marzas wipe them clean while Akkan increase the enemy's bombardment range and a mixture of Gauss Railguns and Ion Bolts debilitate your fleet.
Stant is dead right on this. It's an enhancement mod. If the playing style changes, it's not the same game. As for the spam, TEC are capable without it, BUT it has become a mainstay of American warfare since the Vietnam War, a concept which is still ingrained in the military. Firepower is no longer measured in the number of rounds that strike the enemy, rather the number of rounds in the air.
I'm going to skip over a little because it's redundant.
LRM kinda own. Again, Marzas and Akkan can produce brutal results. Of course, the mentioning of caps being tougher probably chimes in on why we did that. In any case, the frigates are still somewhat useful. The colony frigate is a good choice for those less than eager to wait around for an Akkan, especially since you're better off investing in a Dunov or Kol as your primary fleet component. If you move fast, Colony frigates are worth it. Gardas are still the only anti-strikecraft vessel available (not counting abilities). The light assualt craft were never designed to be a mainstay unit the whole game through. LRM you already gave a thumbs up. Scouts are essential not only in NOT jumping into a cluster... screw... but they are also the only beasts that can see mines. With the enhancement of mines, we made them a necessity. So we really did change something up for the better of the previously ignored ships.
"I'm not bashing or criticizing anything. You're the one doing that by adding in your own emotions to what I said. Read it again without your own opinions added in. I merely explained the differences in the two types of mods and how, with the examples you've chosen to give, the difficulties in achieving gameplay balance."
Please explain to me kidd what was your aim again in the last post?I certainly dont understand what your point is?I mean,SOGE was an example of different gameplay.Even if it is a total conversion mod,it is still based on Sins.
Fun/
"Trust me, if I wanted to bash or criticize you, you'd know it because I'd pick apart your statement line by line and smack you over the head with it until you left the forums crying to your mommy that I was being mean to you. You sir, owe me an apology."
You must be some sort of teenage kiddie roaming around here.Not suprized at all.
I pity you kiddie.
Now tell me kid,how old are you? 6?
Does your mommy know that you talk to strangers?
/fun
Now to the DS team,please keep away your trolls from people you like to give feedback.
Thank you.
Ok then,good explanation,I agree on what you said here.At least it is clear to me now. Thank you that you took your time to answer in a good mannered way.
Btw, not all your ideas are bad. Could the Advent use a boost here or there to deal with Phase Missiles? Yes, and we;re implementing that in various ways. As for replacing its abilities, that would be a major conversion, which we are not looking to do. So there are nuggets in there which we have thought about and would like to make better, but they are difficult or potentially undermining.
And this is an example of a person we on the Sins forums do not like to socialize with.
Become more intelligent yourself, and they might listen to more of your 'criticism', but from your first post i only got a bit of arrogance on your part. Learn a bit of humility in the face of the team giving you the mod that they make in their free time, without pay, and only choosing to grace your Sins Mod Folder with their work.
These people working on the mod deserve alot more respect than you give. The first answer you received may have lacked substance as to a direct answer, but the answer itself was still of merit. It really wasn't a good comparison, but still you shouldn't let anything get so under your skin like that. It just adds to the bad public relations you have. "some sort of teenage kiddie"? "How old are you, 6?"? Go home, because calling someone 6 years old on a forum doesn't make you look tough, it just makes you sound more like the schoolyard bully, and just as unintelligent as one. Not that your lack of spelling skill helps that much.
If you were less snippy with them, they might have been more plain in their answers, a la DraakJacht's post.
/rant.
DS Team, i was wondering if there was any plans to replace the current models for the Flagships, or to add more for each race to have more diversity between same-faction players? Different flagships with different firepower/abilities on teams could make for some serious powerhousing if done right.
*Sigh* This is why I'm not nice to people very often because when I am, I get this...
First, off, you're the kid here since you're the one who blew up and went crazy... Not me. In fact, you're still the one going around being insulting whereas I'm showing restraint. Based on that, alone, I think we know who the adult in this conversation is.
It's okay if English isn't your first language, I don't judge based on that, I only judge based on how you conduct yourself. My point of my original post to you was to explain the differences between the two types of mods. You made no indication that you were aware of any such difference, so I pointed that out. I didn't bash, challenge, or critique any single one of your ideas so you attacking me makes no sense at all and screams of immaturity. If I did, please show them to me and the world as we are waiting for the answer.
By your conduct, I'd say this comment reflects it's original poster, not it's intended target.
Still with the insulting? Okay then.
32 actually, and I just had a new nephew born at 3:26am Pacific Daylight Time. So my patience with you is wearing thin.
*sigh* Another baseless insult.
You have a strange way of showing humor.
Now I'm offended by this... You and your high forum member number and your 7 posts and 25 replies and 0 karma tells me that you're pretty new here. Whereas my no where near as high member number as yours, 1 post, 1,245 replies, and 54 karma let you know that I've been around for quite some time and I actually bring a lot to the table, and you have the nerve to call me a troll?
How do you know I'm not a team member? Because my avatar doesn't say DS Team on it? That's pretty pathetic reasoning.
I have to laugh at that simply because for more then a year, I've been neck deep in DS modding. I've been neck deep in DS testing. I've been neck deep in DS updating. I've been neck deep in DS lore writing. I've been neck deep in DS multiplayer games, even giving up my Saturday mornings on ICO and TeamSpeak in an attempt to give the Aussies and Euro's a chance to play DS with someone like me and give them an outlet for their ingame feedback. I'm neck deep in providing technical support for the DS mod. I'm neck deep in creating maps for the DS mod. I'm also the one who created and maintains the DS wiki page, which I've been told was used to help finish off the main Sins wiki page. So hey, +1 for me. I've contributed as much and in some cases more to this mod then some of the listed mod team members themselves. Why am I not listed? Because it's my choice. Go ahead, ask them. Troll? I've been providing all of this since last January and you just join up and post a comment and call me a troll? I think you've got yourself a little bit mixed up on who is what.
You're not welcome, now GTFO.
There are plans to change them up a little bit if Ryat has gotten the new models for them. As for adding more, not likely, not unless Ryat switches to my version of his mod, but in either case, it requires us to figure out how to get Sins to only allow 1. It could, we all have ideas, but so far technical issues are holding us back.
It might simply be something that will only be perfected when Rebellion comes out. It sounds like some of the game mechanics will allow the flagship mod much more freedom in it's design.
Possibly true. Kinda sad that we have no idea what's coming or we would be ramping up for it. In the meantime, he's looking at changing the model for the Vasari Flagship if we can get the right one. Beyond that, Ryat has only made clear that he'll be playing with balance numbers. Beyond that is conjecture at this point.
Oh, and that partially covers NHDs answer.
Stant is actually listed as a contributor if I remember correctly. So be cool.
Yeah, I've contributed dick in comparison.
This is something I have a twisted opinion on, but it's a good general rule for survival.
Again, if you have suggestions, you can give them. What you have to keep in mind is that when you play a mod that's been out for some time and they have, for example, all the original abilities and classes of ships, they probably want to keep it that way for a reason. Poke around and get a feel for what it's about. Someone brought up the rebel fighters from Star Wars and you can probably guess why that was ignored.
I am wondering where you guys got the music in your mod. It is pretty cool, can I find it somewhere on youtube or is it custom made?
Just the Vasari one. SuperZero0 tried hard to give me what I wanted but that didn't quite work out. ZombieRus5 is seeing if he can get another for me.
Not currently.
@OriLord - Our mod is an enhancement mod. The vast majority of your suggestions will not be implemented. Some will and I am sorry if we don't post our IM/TeamSpeak meetings but we have discussed many issues, some of what you listed and some of which you haven't and what we are going to do about them. Its a lot of work and our time is limited by RL. As for our resident "troll" Stant123 he is a very valuable member of our team and if you attempt to insult him (or anyone else) again I will let him off his chain. Its not pretty and makes a big mess that has to be cleaned up, so please back off.
Mostly YouTube. Two Steps from Hell, and a few others plus some movie tracks (Transformers). When Carbon gets back he can help you more.
He's our music man.
Alright, mines. Mines mines mines. What the poop is with the mines?
I decided to attack a system. Before I did, I saved the game. I jumped my fleet in, and watched as they subsequently instantly exploded. All my frigates were gone, most of my cruisers were on the brink of death, and my capital ships were crippled, losing their mostly upgraded shields and half of their tier-12 health and tier-8 armor. All to a handful of dirt-cheap instantly-built low-tech mines.
So, I reload, and go in the back way. While attacking the planet, my overzealous fleet AI wanders too close to the mines and blows itself up. I manage to wrangle control and escape with a few losses, then set them to not move. I build 10 scout frigates, figuring that this used to be more then enough to clear out a minefield. I bring them in, make sure the auto-minesweep is set up, and let them go. They go up to the first mine, the detection ability runs... and... nothing. The mine wasn't detected.
I manually move some of the scouts closer, well within range of the minesweeper ability. Still nothing. I get about halfway to the mine, and it *finally* detects it. My fighters destroy it. I move to the next mine, but just a tiny bit too close. Scout ship blows up and dies. The rest of the scouts use their auto-ability and run over to scout the mines.... again, even though the mines are within range, they aren't detected.
So really, I'm hoping that the fact that mines are completely undetectable now is a bug, but what is with mines in the first place? They're cheap, easy to build, extremely low on the tech tree, and capable of utterly annihilating all but the most highly upgraded capital ships. There is absolutely no way to actually counter mines, meaning if the jump-in zone is mined up, the only way to actually get into it is to build a huge horde of scout frigates, throw them into the minefield, and watch them explode. That's it. Clearly not a lot of thought went into this one.
Mines were annoying in the past, but they weren't terribly powerful. This was countered by the fact that they have always been a huge pain in the ass to disarm. You used to be able to let one or two scout ships run around and they'd detect and destroy mines on their own. Now you can't, you have to micromanage them. And if you screw up, they instantly explode and die, no question.
Seriously now, what the hell.
That's probably it thanks. I was just curious as to why it occured.
In the American military anyway.
If the menu theme is the same in Entrenchment, (it's been a while since I've played Diplomacy, so I don't remember), then it's Ebla (I think) by ES Posthumus.
That sounds... frustrating. It's never happened like that to me, but I play the Entrenchment version.
As for the crazed flaming that's gone on previously can we try to keep it constructive please guys rather than falling in to little flame wars, it isn't clever and it doesn't help us keep track of useful comments which we often have to refer back to.
No, Stant doesn't have a "DS Team" avatar, no he's not an official member of the team for reasons he mentioned, however he is a valued member of the DS, hell the SoaSE community and does continually give to the mod/game without any of us ever asking him to, he is also very knowledgeable on everything SoaSE related. Please treat him with the respect you would everyone else you interact with.
Admittedly comments on the internet can sometimes come across differently from the way they are originally meant to but that is sadly just one pitfall of reading conversations than speaking them. So it's likely that all of this has just been a mis-communication error however please don't start ranting about others in threads that are used for development. Take it to Private Messages and question what was said there rather than in the public domain.
Anywho, back on topic...
The mines in Diplomacy had an upgrade to reduce the lag generated by the AI spamming them. Quite simply we allow 3x less mines in any given system (apart from the Pirate base at the moment). This in turn meant they needed to be much stronger than the originals.
After extensive testing on our end we set them to their current strengths now admittedly they are very powerful although isn't that kind of the idea of mines? I do agree however they can be somewhat incredibly destructive early on, late game they aren't much of a problem once you have an economy which affords the ability to send scouts in ahead of your fleets to check for mines / alternate routes to attack etc
I have considered weakening them somewhat as of late, however a balance needs to be found between being over powered early game and under powered towards late-game. As such a new technology (which increases the damage/blast radius of the mines) will need to be added in. This will take the extra levels from the mines as they stand at the moment and move them to a different technology further down the tech tree.
Before I get to your post, just let me say "HAHAHAHAHAHAHA! That happens to me all of the time." The first time it happens, yeah, it suck, but eventually you learn to just deal with it. Okay, now to answering your questions.
They were made to have to be dealt with. When the mines are first purchased, they're really not all that bad, it's just when the mine improvement research is done, they turn into a fierce defense.
Good thing you saved, imagine how pissed off you'd be if you hadn't? I'm guilty of that little maneuver. Anyway, sounds like you ran into some of the upgraded variety. Nasty aren't they?
Yeah, I've been thinking about looking into that actually. It's been annoying the hell out of me for a while now, but since no one else complained about it, I just never bothered figuring I was the only one who was taking issue with it.
I feel ya.
Well, yes, it's a bug, the mines are in range and they're supposed to be detected, but they aren't, so... The ability is set up to give the scout a range of 7500, whereas the buff is set up as something that get's upgraded with the first level range being 5125, the second 7500, and the third 10000. As far as I can tell, there's nothing in the research items that upgrades this buff. Soooooo... Based on the original files from Entrenchment the ability range was 5000 and the buff range (the thing that actually does the work) is at 5125 and set up as a single level thing. So the buff had a larger range then the ability. I guess give me an hour or so (depending on how fast I can get my enemies to build mines) to change the buff so it matches the ability +125 like the original settings and see how it goes. If it performs as I hope, I'll post a fix for everyone.
Well, actually, in my experience, a fully upgraded TEC scout can actually take a blast and limp away with over 600HP left. Maybe I'm not hitting the fully upgraded versions of the mines, but several hours into the game, I'd hope the factions that I'm fighting have researched these things...
I'm looking at the files as I type this and fixing them, and will be testing as soon as I post this and I'll get back to you.
Okay so 9 vicious AI's on 8x speed get mines built pretty quick.... Anyway... Here's the fix, the scouts jump in and act as legit mine sweepers. Still won't protect you from jumping in on top of a mine, but that bad luck aside, they'll get down to business.
http://sites.google.com/site/steelers086/gamefiles/ScoutDetectFix.rar
Unrar to your desktop (3 files) cut and paste them (overwriting the current files) into your Mods-Diplomacy v1.2\Distant Stars (D) 0.99 B2\GameInfo folder... Or what ever versions of the mod your using... Put it into that GameInfo folder.
I have not insulted DS or any team member nor his qualities.But dont expect me to stay back when one clearly beahves immaturely.
It is not my fault.Why is not somebody flamed when he/she says somehting like "what the hell about those mines?"
I took SOGE as an EXAMPLE,I dont want this to be radiacally changed,alas I did not know that DS does not want to get out of the borders of vanila Sins,ie no new abilities.
Nevertheless,I apologise if I created unnecessary flame.It was not my intention.However,I might suggest that maybe only some of you should answer user feedback,ie the guys who are in the development,not some random dude or a mapmaker.
Anyway,that is up to you.
.I play many games beside Sins and most mods for them have no clear idications of what they really aim but what they changed.I have seen many graphics mods that pondered with balance and many balance mods that pondered with graphics.
Neverthless,at least you agree that maybe advent need some change regarding phase penetrationj,or resource focus.
i really hope you buff the radiance,you know the reasons why it needs to be buffed.
Where I get the music? Alot of places TBH. That is just a random selection of over 2.5GB of music ive added to my local version of DS.
I think I was sure to include I think, it might be a sad that im not 100% sure, Transformer stuff, Supreme Commander, Mass Effect, Total Annilation, MechWarrior 2, more E.S. Posmuthes, maybe some Two Steps from Hell.
At any rate, its wide spread of music, wish I could add more for yall without making the download extreamly large.
Shew....
Love this mod! Keep up the great work!
But you did. You called me a troll. That is insulting to me, and as you have seen if you read everyone's replies, you couldn't be further from the truth.
Who behaved immaturely besides you? Certainly not me. I chose to answer only part of your question because I was planning on only making a quick stop in and then head off to bed since I had been up all night waiting for my new nephew to be born and then hanging out with family following that, but you took an innocent explanation of something and blew up over it and are still trying to make it out that you're the victim. Stop that. Everybody sees through it.
But it is your fault though. I politely answered you explaining the differences between the mods and the troubles with balancing each type without critiquing anything that you had wrote, and you got upset because I didn't answer all of your questions and came back on ranting assuming I was just some random person in the crowd. (and it sounds like you still think that for some reason...)
Because Frostiken hasn't come back on here yet bitching up a storm over something that's really not that big of a deal. Besides, you weren't flamed for it either, and you're still not being flamed for it, so stop acting like it.
Maybe you missed this part of my original comment:
In actuality there are quite a few new additions, however, as I was saying, we're not changing the base game because this is an enhancement mod. We are only tweaking what's already there trying our best to achieve balance, while at the same time adhering to what the Sins Devs passed down to us. Unlike in SoGE, they got to start from scratch and build from there maintaining whatever balance they felt like having. That's all I said before, so there was no need to get upset over it. To further that thought, in a total replacement mod, the only similarities between Sins and whatever mod is the engine and how the mod is built. Nothing else is the same, hence the reason why it's called a total replacement mod... They got rid of everything and started over.
Apology accepted.
Well, if you're referring to me, I'm in the development. Just not officially. You did see my fix I posted right before your last one, right? If you go back through the pages you'll see that I've been posting all kinds of fixes. When I think something needs to be fixed, like the ocean planet icons, or the new faction icons not showing up, or the galaxyscenariodef file being fixed up almost a year ago, when I see a change that needs to be made, I do it, then I post a copy for everyone else. If you'd care to notice that when people ask if Vanilla DS will ever be updated, they're usually told to PM me to arrange getting a copy. I also do support and trouble shooting, map making, lore writing, testing, and a plethora of other things. I'm just a nice guy like that. Perhaps you saw me post this info earlier? Would it help you if I had a different avatar? Like this one?
The problem with that is when resized to 100 by 100 you can't read any of that very well.
You see, the reason why I CHOOSE not to be on this team or any other team or use an avatar like that is because when I get sick and tired of someone, I can tell them off if I so desire. I don't want my antics to reflect poorly on everyone else, and I've made this information perfectly clear for some time now. That and I don't like being given deadlines since I never know just how much time I'm going to have to give at any one sitting. Plus I like to freelance from time to time and do tiny bits and pieces to other mods. There again, I take no credit for my work because I do it for the fun of it, not for the recognition.
Make a sound mod.
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