Mad is Bad Mod - for Sins Rebellion v1.82 (and both DLCs)
Version: 1.82 (15.08.2014)
Yes, the name of the mod isn't very brilliant but I couldn't resist.
What happens when the Mad (Vasari) get bad, you can see here
To answer the most common questions directly:
This mod does NOT include new modeled ships, factions.
It is designed to be used on large or huge single star maps.
I had no minidumps, crashes or other problems with this version of the mod, so I would call
it stable.
DOWNLOADLINK:
I AM A LINK - CLICK ME! (~450Kb)
Main Features/Changes/"Fixes"
- Mad Vasari get more active
- 20 new Events
- 4 new neutral Objects
- Titans need more labs to get unlocked
- Increased Advent vs Vasari performance
- Revelation gets a better choice for advent fleets
- No Mines (better large game performance)
- Pirates survive the Novalithspam much more longer
- Pirate raids get stronger in late game
Complete list of changes:
GENERAL CHANGES
- Factions renamed - TEC Loyalists -> Free Trader Coalition - TEC Rebells -> United Trader Regime - Advent Loyalists -> Advent Union - Advent Rebells -> Advent Confederation - Vasari Loyalists -> Vasari Despotate - Vasari Rebells -> Vasari Cooperation - Changes only influence selection screen
- Events - Ressourceboom - replaced with own version - 150% Extractionrate on all Extractors - influence on all players - Mad Vasari Titan - could be Vorastra or Kultorask - NEW EVENTS (20) - Small Mad Vasari Fleet - Mad Vasari Fleet appears at star - between 350/480 Fleetsupply - No Capitalships - spawn Weight of 7% - Medium Mad Vasari Fleet - Mad Vasari Fleet appears at star - between 490/850 Fleetsupply - Capitalships added - spawn Weight of 3% - Heavy Mad Vasari Fleet - Mad Vasari Fleet appears at star - between 1200/1500 Fleetsupply - Corvette removed - spawn Weight of 2% - Mad Vasari Invasion Fleet - Mad Vasari Fleet appears at star - between 2500/2750 Fleetsupply - Heavy Ships, Mass Corvettes, Capital Ships - spawn Weight of 1% - High Gravity Singularity - Gravity Well Range For Hyperspace +8% - Hyperspace Charge up Rate 50% slower - 10min duration - Low Gravity Singularity - Gravity Well Range For Hyperspace -5% - Hyperspace Charge up Rate 25% faster - 10min duration - Phasespace Singularity - Speed in Hyperspace increased by 50% - 10min duration - High Recruitment Rate - ships are build 25% faster - Playerbased - Low Recruitment Rate - ships are build 15% slower - Playerbased - Construction Boom - Structure build time -10% - Upgrade Cost reduction -5% - Playerbased - Construction Recession - Structure build time +10% - Upgrade Cost reduction +5% - Playerbased - Increased xenophobic tendences - Enemy Culture Spread -25% - 2,5 Mins duration - Playerbased - Reactorresearch breakthrough - Antimatter Restore Rate 30% - Playerbased - Well Trained Soldiers - Weapon Cooldown -10% - Playerbased - Bad Trained Soldiers - Weapon Cooldown +10% - Playerbased - High rate of birth - Planet population increase 15% faster - All players - Low rate of birth - Planet population increase slowed down by 10% - All players - motivated cargo pilots - Refinery Income +50% - Playerbased - frustrated cargo pilots - Refinery Income -50% - Playerbased - well trained citizens - Planetbombing damageabsorption +10% - works like planetshield from TEC - has no text on planetinfoscreen but definitly works - Playerbased - Changed minimum allegiance threshold for random events to 20%- Neutral Buildings (Only Captureable) - Command Centre - Can always be found at Pirate Base - Offers "Order Blunderbuss" ability - Order Blunderbuss - Sends a Blunderbuss Capitalship if requirements are met - 15min Cooldown - Needs free fleet- and capitalshipslots - Orbital Prison - Can sometimes be found around Volcanic Planets - Increase Extractor output to 125% - Increase planetary ship build speed by 10% - 10% lower planetary population growth - Immobilized Jarrasul - Can be found at broken asteroids - Collects ressources from planet - Forgotten Laboratory - Can always be found at broken moons - Counts as Combatlaboratory - Has "Activate defense grid" ability - Activate defense grid - Spawns 2 long range defense platforms - 12min reuse - plattforms are active for 7mins- Mad Vasari - try to colonize planets and build a wharf there - summon reinforcement from colonized planets with active wharf - summoned ships have a Reactorleak (disabled passive regeneration and damage over time) - spawn through above mentioned events - wharfs must be destroyed to remove phase shield around planet (to bomb it) - Small start Planet in Huge/Large Single System Random Maps - this planet only owns light wharf (Some light ships every 3mins) - starts a colonize ship from time to time - needs Ressources to start (so you/AI have ~30min time at start) - 7min Cooldown (They should not overrun the universe too fast) - Pirates - Now use modified Marza Ships called "Blunderbuss" with unique abilities - Blunderbuss will be used in strong or wanted raid fleets - Mines - removed all Mines and their techs for better performance - removed all Minelayers, Minesquads, tactical Mines- Planets - Barren Worlds - Logistic Slots reduced to 8/16/24/32/40 - Ferrus Worlds - Max. Asteroids reduced from 7 to 5 - Min. Asteroids increased from 3 to 4 - Planet Bonus "Fortress World" - inceased Number of Mines removed - Planet Bonus "Ancient Mine Factory" - renamed to "Ancient Defense Systems" - inceased Number of Mines removed - 1 additional constructor added - 5 tactical slots added - Pirate Base - Neutral (Only captureable) Command Centre - TEC Shieldgenerator with 95% reduced damage to planet added - Health increased from 6000 to 7500 - Own Tradeport (Underground Market) - Mines removed - Plasmastorm - Pirate Ships increased by 3 - Gas Giant - Pirate Ships increased by 3 - Broken Asteroids - Uncolonizeable - Surrounded by an immobilized Jarrasul which collects ressources - Immobilized Jarrasul can only be captured, not destroyed- Titans - Number of required military laboratories changed to 1/2/4/6 - costs of the last two science steps increased- Capital Ships - Ultimate Abilities - AI use conditions changed so AI use it more often - Ability damage - Capitalships deal 10% more damage to titans with their abilities- Scouts - Removed Detect Mines AbilityCHANGES PER FACTION- Advent General - Revelation Capital Ship - "Far Sight" replaced with "Adjusted Shield Harmonics" - Provoke Hysteria range increased to 6600 - Adjusted Shield Harmonics - Grants all friendly Ships (without Titans) in Range following passive bonuses - Shield Mitigation 1/2/3/4% - Phase Missile Block 5/10/15/20% - Range is 5000/6500/7500/8500 - Discord Capital Ship - Range of Fracture increased to 4500/5000/5500/6000 - Destra Crusader - Hitpoints increased by 20 - Shieldpoints increased by 20 - Temple of Renewal - Affects also Starbases, Titans and Corvettes - Deliverance Engine - Far Sight added - Far Sight -> 90sek Duration and 120sek Cooldown- Advent Loyalists - Replaced Science "Mine Controll" with "Spirit of the Hunter" - Spirit of the Hunter: - Aeria Drone Hosts and Hangars get this passive Ability: - affects Fighter and Bomber Squads - 125% max. Speed - 200% on Thrust - 15% increased damage dealt - Range is 16500- Advent Rebels - Wail of the Sacrificed - Now affects Ships/Starbases at the planet where activated - NO effect on neighbouring planets - Population killed on planet - reuse time increased to 15min - Damage changed to 5.42/10.75 per population point - AI use it if enemy fleet is superior - Cleanse and Renew - moved to another spot in the hostility tree- Tec General - Combat Turret - On click sounds removed - Ability "Cluster Warheads" added - Sova Carrier - Combat Turret Ability - Anti Matter Costs are now 75 - Cooldown time changed to 70 sek - Expire time changed to 80/120/160/200 - Kol battleship - Flak Burst - Antimattercosts decreased to 85 - Range increased to 3500/3800/4000/4250 - Cooldown increased to 14/12/10/8 - Beam Weapon damage increased to 140 from 132 - Beam Weapon Cooldowntime reduced to 12sek - Kodiak Heavy Cruiser - Hitpoints increased by 100 - Autocannon damage increased to 75 from 72 - Insurgency (Research) - Level I - Strength increased from 20 - 25 to 25 - 30 - Cobalt Light Frigate replaced with Cielo Command Cruiser - chance to spawn Krosov Siege Frigate reduced - Level II - Strength increased from 40 - 50 to 45 - 55 - chance to spawn Krosov Siege Frigate reduced - Cobalt Light Frigate replaced with Cielo Command Cruiser - Hoshiko Robotics Cruiser joins the fight - Vasari General - 2 Researchsubjects added (Combat) - Kanruvas Prototype - Targeting Computer Uplink - Jump Degradation - Slow down increased to 200% - Vulkoras Desolator - Siege Turret Ability - Anti Matter Costs are now 35 - Cooldown time changed to 70 sek - Expire time changed to 85/125/155/185 - Skarovas Enforcer - Base armor increased by 1 - Kanruvas Oscillator - nearly Unarmed - Has "Disharmonic Oscillation" ability - Disharmonic Oscillation - Wave Cannons from ships in 8500 radius add 1,5dam/sec for 10secs to target (stacks 3 times) - Passive - Has "Targeting Computer Uplink" ability after research - Decrease Weapon Cooldown by 15% - 30 Sec. Duration - 45 Sec. Cooldown - Needs Antimatter - Nano Weapon Jammer - Affects also Starbases and Corvettes - Bomber - Hitpoints decreased to 125 - Damage increased to 74 - Vasari Loyalists - Titan - The Maw Ability - affects now 20/40 targets- Vasari Rebels -Titan - Nano Leech - affects also Titans - Damage changed to 5/8/12/16 - 15 targets maximum
How to install
1. Go to My Documents folder in your personal user folder on the desktop
2. Open the following folders:
- My Games -> Ironclad Games -> Sins of a Solar Empire Rebellion -> Mods-Rebellion v1.82
3. place the folder "Mad is Bad - Rebalance Mod" from this zip-archive there
4. Starts Sins -> Go to Options -> push the Mods button
5. Select "Mad is Bad - Rebalance Mod" in the available mods part and push the enable mod button
6 Enjoy the game
DisclaimerThis mod is installed and used at your own risk!Under no circumstances shall the creator of this mod be liable for direct,
indirect, special, incidental, or consequential damages resulting from the use,
misuse, or inability to use this mod.
FAQ
1. Since when do you mod Sins?
Started short after release of Entrenchment
2. Is this mod compatible with other mods?
In most cases not because nearly any mod uses his own version of the
entity.manifest and language files
3. Will there ever be new ships/factions/...
No, my skills are very limited and I am absolutly unable to create skins
or modells for new ships. I am also sure that there are many new faction mods
out there that are much more better then anything I could create.
4. I do not like your mod!
Then do not use it *g*
5. There are other mods that did or do the same things
I am sorry, I rarely look for mods here and I am sure not everything will be the same.
6. I found a bug or found other balance problems
Write them down here and I will have a look at this. But always remember,
my moddingskills are very limited and my time too...badly. Also discuss
anything about the changes that you want. Maybe others have a better feeling
for numbers then I have.
7. Why have you used the Revelation for the changes?
Because far Sight is nearly useless and this ship absolutly needs a reason to be in an
advent fleet. It is also weak enough so that vasari-players could react in an appropriate way.
At least it should be a new decission for the player if he invests in this cap-ship or in one of
the more used ones.
8. What is your favorite faction?
TEC-Loyalists, so I rarely benefit myself from the changes
Special thanks to
Stardock/Ironclad for this great game and 1000 hours of fun!
harpo for providing the reference files for a long time
Patch 1.5 because it removed many problems
My Recycle Bin for eating a lot of minidumb files
Do what now?
There is a small overview and a whole list of changes in the first post
so I do not get the question.
But since I have some time actually the main things again:
- Titans needs more labs to unlock to decrease their impact on the battlefield,
because there is more time to equip a fleet to react
- Mines and stuff belonging gets removed to increase game performance
- Advent get an ability to fight better against phase missiles which increase their
chances in face2face situation (The old late game Vasari vs Advent problem is reduced)
- the never built and nearly useless Revelation gets more important
- the Skarovas is used to give Vasari a better performance in "long" range battles
- DLC worlds "Barren and Ferrus" are more in line with the old worlds
Who could use it?
- Players that hate mines (for whatever reason)
- Players that like the original sins and only want some small fixes or battle-performance corrections
- Multiplayers who play only with friends and avoid the ICO-Rush-Parties (there the ideas came from)
Who should never ever touch it?
- Trolls
- People who want a new game or more then small changes in balance
I do not need this or don't get what it does again
Two ways left, you speak german and ask me (PN/Steam), maybe I could it explain there easier
or you leave it alone. There is no chance for me to explain it better in english, sorry.
############Changes form 12.06.2013##########################
- Planets - Pirate Base - Mines removed - TEC Shieldgenerator added to reduce Novalith damage- Advent General - Deliverance Engine - Far Sight added - Far Sight - 90sek Duration and 120sek Cooldown- Vasari Loyalists - Titan - The Maw Ability - no longer affects Corvettes- Vasari Rebels -Titan - Nano Leech - no longer affects Corvettes
PS: Thanks to the guy that explained me the new role of Corvettes
with 1.5 in Steam last night. Even Vasari should be in line with the plans again
##########################################################
Thats fine, then we do not talk about technical details
or detail problems with the mod. At least I know now that people
understand what it does *g*
Go to bed, because for now I do not get what exactly is the point behind this question, sorry.
############Changes form 07.07.2013##########################
- Now compatible with 1.52
- wrong placed research-artifact file removed- Vasari - Bombers - Hitpoints reduced to 125
#########################################################
Someone should have told this to my english teacher 15 years ago *g*
Even if no one cares, just ready for the new patch + dlc.
#############09.11.2013##########################- Now compatible with 1.8- Planets - Ferrus Worlds - Max. Asteroids reduced from 6 to 5- Rebellion Spawn (from TEC Research) - Level I - Strength increased from 20 - 25 to 25 - 30 - Cobalt Light Frigate replaced with Cielo Command Cruiser - chance to spawn Krosov Siege Frigate reduced - Level II - Strength increased from 40 - 50 to 45 - 55 - chance to spawn Krosov Siege Frigate reduced - Cobalt Light Frigate replaced with Cielo Command Cruiser - Hoshiko Robotics Cruiser joins the fight- Capital Ships - Ability damage - Capitalships deal 10% more damage to titans with their abilities- Phase Bomber - Damage increased to 74
Edit: 01:30am UTC+1 Replaced two corrupted Playerfiles.
So it works now.
#############15.11.2013##########################- Planets - Ferrus Worlds - Min. Asteroids increased from 3 to 4 - Pirate Base - Improved Shieldgenerator from 50 to 95% absorb (Anti Novalith) - Planet Bonus "Ancient Mine Factory" - inceased Number of Mines removed - 1 additional constructor added - 5 tactical slots added- Adjusted Shield Harmonics - Phase Missile Block reduced by 5% to 10/15/20/25% - Max Shield Points replaced with Damage Sharing (2/4/7/10%)
Thanks to the guy that mentioned the problem with the pirate shieldgenerator during our game tonight.
#############21.07.2014########################## - Skarovas Enforcer - "Disharmonic Oscillation" Ability added - "Weaponplattform" Ability removed - "Disharmonic Oscillation": - passive skill that deals additional 1.5 damage on enemy ships hit by wave-weapons - 10sek duration - stacks 3 Times - Destra Crusader - Ruthlessness stacks 3 times - Kodiak Heavy Cruiser - Hitpoints increased by 200 - Autocannon damage increased to 75 from 72
Thanks to Tarjin for his help and reminding me to update the stuff
#############15.08.2014########################## - Project renamed to "Mad is Bad" - Mad Vasari - Reason for the name can be found here - Factions renamed - TEC Loyalists -> Free Trader Coalition - TEC Rebells -> United Trader Regime - Advent Loyalists -> Advent Union - Advent Rebells -> Advent Confederation - Vasari Loyalists -> Vasari Despotate - Vasari Rebells -> Vasari Cooperation - Changes only influence selection screen - Events - NEW EVENTS (20) - Small Mad Vasari Fleet - Mad Vasari Fleet appears at star - between 350/480 Fleetsupply - No Capitalships - spawn Weight of 7% - Medium Mad Vasari Fleet - Mad Vasari Fleet appears at star - between 490/850 Fleetsupply - Capitalships added - spawn Weight of 3% - Heavy Mad Vasari Fleet - Mad Vasari Fleet appears at star - between 1200/1500 Fleetsupply - Corvette removed - spawn Weight of 2% - Mad Vasari Invasion Fleet - Mad Vasari Fleet appears at star - between 2500/2750 Fleetsupply - Heavy Ships, Mass Corvettes, Capital Ships - spawn Weight of 1% - High Gravity Singularity - Gravity Well Range For Hyperspace +8% - Hyperspace Charge up Rate 50% slower - 10min duration - Low Gravity Singularity - Gravity Well Range For Hyperspace -5% - Hyperspace Charge up Rate 25% faster - 10min duration - Phasespace Singularity - Speed in Hyperspace increased by 50% - 10min duration - High Recruitment Rate - ships are build 25% faster - Playerbased - Low Recruitment Rate - ships are build 15% slower - Playerbased - Construction Boom - Structure build time -10% - Upgrade Cost reduction -5% - Playerbased - Construction Recession - Structure build time +10% - Upgrade Cost reduction +5% - Playerbased - Increased xenophobic tendences - Enemy Culture Spread -25% - 2,5 Mins duration - Playerbased - Reactorresearch breakthrough - Antimatter Restore Rate 30% - Playerbased - Well Trained Soldiers - Weapon Cooldown -10% - Playerbased - Bad Trained Soldiers - Weapon Cooldown +10% - Playerbased - High rate of birth - Planet population increase 15% faster - All players - Low rate of birth - Planet population increase slowed down by 10% - All players - motivated cargo pilots - Refinery Income +50% - Playerbased - frustrated cargo pilots - Refinery Income -50% - Playerbased - well trained citizens - Planetbombing damageabsorption +10% - works like planetshield from TEC - has no text on planetinfoscreen but definitly works - Playerbased
- Changed minimum allegiance threshold for random events to 20% - Ressourceboom - replaced with own version - 150% Extractionrate on all Extractors - influence on all players - Mad Vasari Titan - could be Vorastra or Kultorask - 4 new Neutral Buildings (Only Captureable) - Command Centre - Can always be found at Pirate Base - Offers "Order Blunderbuss" ability - Order Blunderbuss - Sends a Blunderbuss Capitalship if requirements are met - 15min Cooldown - Needs free fleet- and capitalshipslots - Orbital Prison - Can sometimes be found around Volcanic Planets - Increase Extractor output to 125% - Increase planetary ship build speed by 10% - 10% lower planetary population growth - Immobilized Jarrasul - Can be found at broken asteroids - Collects ressources from planet - Forgotten Laboratory - Can always be found at broken moons - Counts as Combatlaboratory - Has "Activate defense grid" ability - Activate defense grid - Spawns 2 long range defense platforms - 12min reuse - plattforms are active for 7mins - Huge/Large Single-System Random Map - Second Pirate Base added - Mad Vasari Moon added - Mad Vasari - try to colonize planets and build a wharf there - summon reinforcement from colonized planets with active wharf - summoned ships have a Reactorleak (disabled passive regeneration and damage over time) - spawn through above mentioned events - wharfs must be destroyed to remove phase shield around planet (to bomb it) - Small start Planet in Huge/Large Single System Random Maps - this planet only owns light wharf (Some light ships every 3mins) - starts a colonize ship from time to time - needs Ressources to start (so you/AI have ~30min time at start) - 7min Cooldown (They should not overrun the universe too fast) - Pirates - Now use modified Marza Ships called "Blunderbuss" with own abilities - Blunderbuss will be used in strong or wanted raid fleets - Order Blunderbuss - Sends a Blunderbuss Capitalship if requirements are met - 15min Cooldown - Needs free fleet- and capitalshipslots - Vasari General - 2 Researchsubjects added (Combat) - Kanruvas Prototype - Targeting Computer Uplink - Vasari Rebells - Bidirectional Jamming moved to Fortification tree - Pirate Base - Repair Plattforms work again - Own Tradeport (Underground Market) - Neutral (Only captureable) Command Centre which provides "Order Blunderbuss" ability - Plasmastorm - Pirate Ships increased by 3 - Gas Giant - Pirate Ships increased by 3 - Neutron Star - 1.82 changes crash fixed - Wail of the Sacrificed - Now affects Ships/Starbases at the planet where activated - NO effect on neighbouring planets - Population killed on planet - reuse time increased to 15min - Damage changed to 5.42/10.75 per population point - AI use it if enemy fleet is superior - Adjusted Shield Harmonics - Shared Damage removed - replaced with Shield Mitigation 1/2/3/4% - Phase Missile Block reduced to 5/10/15/20% - Spirit of the Hunter - Range increased from 12500 to 16500 - Akkan Battlecruiser - Armistice - AI only use it if ship is near death - Skarovas Enforcer - "Disharmonic Oscillation" Ability removed - Base Armor increased by 1 - Kanruvas Oscillator added - nearly Unarmed - uses Minelayer skin - Has "Disharmonic Oscillation" ability - Disharmonic Oscillation - Wave Cannons from ships in 8500 radius add 1,5dam/sec for 10secs to target (3 stacks) - Passive - Has "Targeting Computer Uplink" ability after research - Decrease Weapon Cooldown by 15% - 30 Sec. Duration - 45 Sec. Cooldown - Needs Antimatter
Any questions, ideas or thoughts about the mod?
Just leave a comment
Special thanks this time to:
GoaFan77 - For the hint how to spawn buildings without using fake frigattes.
My steam "friends" that survived the "Starts playing sins" - "Stopped playing sins" popup spam during tests
Anyone who give this "mod" a chance *g*
Downloadlink
Can be found in the first post.
This mod is bad and you should feel bad. Most of the changes demonstrate this guy cant even beat hard AI and doesn't even play multiplayer. Try again.
If all of the competitive multiplayer guys run around badmouthing other people
I am absolutly happy with my small list of (hope I remeber right) AI stomper friends.
They may not slap other players around but at least they know how to behave.
And just to clarify, there was no word lost about competitve multiplayer in this mod,
so I do not get while you are so aggressive about it. That this kind of players isn't the
target of a mod that adds more random factors to the game/map should be clear...I thought.
Don't listen to Sinkillr. He has zero comprehension people might play this game for reasons besides multiplayer.
For a supposed rebalance mod, this sure does add a whole lot of things. Not that that's inherently bad, but based on your changelogs over time, it seems you might have lost your focus: while new random events may be cool and all, you seem to have overlooked quite a few fundamental gameplay issues in favor of adding new stuff. For example: there is a huge disparity between how games progress on smaller maps versus larger ones. Since you cannot create ludicrously long trade routes on smaller maps, population income is slightly superior to trade income, whereas trade income gets out of hand really fast on larger maps, especially if you're playing as TEC Loyalist. On smaller maps, logistic slots are quite valuable, so reaching tech tier 6 or 7 often means having no income or culture buildings, while larger maps make getting to tech tier 8 easy as pie; this is why your flat titan construction modification isn't such a good idea, since while it does improve the situation on larger maps, your changes mean that it's flatout impossible to get a Titan on smaller maps. Culture hits a lot faster (due to shorter distances) and a lot harder (due to lower income) on smaller maps versus larger ones. The list goes on and on... my point is, normalizing the two situations should be a top priority for mods whose sole aim is to rebalance vanilla gameplay (versus expanding it).
The representative "small map experience" would be something like Centrifuge, Balance of Power, or Counter Spin, while the apex of "large map experience" would be something like Random - Vast (Single). If you haven't already, give smaller maps a go, you'll be surprised how differently your games turn out [and then realize that playing on larger maps is a boring slog by comparison].
On a more selfish note, I'd also recommend you read up on improving the AI in my Artificial Unintelligence post. If you're short on time, just download the mod and diff my .entity files with the vanilla ones to find out what I've changed (I've left them in TXT, so no need to bother with converting), then copy those changes over to your files and see how things change. The main reason I'm mentioning this is because none of my changes would clash with your modifications (IIRC) even though changes are made to the same files, so you might as well implement them. Plus the information in the post should help you avoid forcing fallback routines onto the AI with seemingly benign changes; fallback routines are pretty much unavoidable in total conversion mods, but in expansion and rebalance mods, you can work around them quite well as long as you avoid messing with certain values.
Is there a chance for you to release a Mini-Mod that would only contain the disable all mines part? I would really love that, I hate mines in long games. The AI Spams them like crazy, especially TEC.
If you still need the no mines version, it can be found here:
- No Mines Downloadlink ~66kb
Anything connected with mines (minelayer/defenses/researches) will be removed.
Nothing else is influenced.
----------------------------------------------------------------------------------------------
@Delnar_Ersike
You are right, the last changes were a little bit too much for a rebalance project. So I just removed that part from title and hope there are no more reasons for anyone to flame me or the project.
The first changes were made during a time we played mostly on tiny or small 1vs1 maps, thats where the planet and smaller cap-ship-reworks came from because the influence was bigger. Later we prefered large maps and there was more space for some other "improvements". So I guess you are right, somewhere the focus changed.
So now there is mentioned above that it is designed for classic-sins players that prefer to play on large or huge maps and want to have some additional stuff without changing the whole universe or get lost in minespam-lag
And thanks for the link to your Artificial Unintelligence post.
I will have a closer look at it when I find more time to play around with Sins again.
yep that's perfect, thank you ^^
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