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01lude

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Everything posted by 01lude

  1. Empire cannot build supercaps right now. It says requires research "this exists for the AI to function correctly," also something about requiring a different faction. There is also no option anywhere to build a supercap foundry. edit: seems like other factions have this problem as well. research related: you can build the bothan assault cruiser without having to research it first. imo the mon cal carrier should get more than 3 squadrons. it isn't worth researching if the nebula class is cheaper and better. unrelated minor bug: when you run out of logistics points the little icons that you click on to build ships all change to different pictures. edit: portraits seem to change when you can't afford to buy ships as well. empire seems to have no cheap ship to take over metal/crystal extractors. you have to buy the gladiator which is quite expensive. minor annoyance with gladiator: when you try and select the ship by making a box with your mouse, it keeps selecting the fighter/bomber squadron instead. to get around this i simply stopped building squadrons with the gladiator. this was present in the entrenchment ver as well. of course the other obvious issue is that many research options all say "unlocks constructor (often multiple times)," but you guys probably already knew that.
  2. 01lude

    SVN Update Log

    edit: moved to observations and testing thread
  3. was a clean install because I only purchased the game yesterday. I just noticed that 5 of the folders were named "Beta Ent" instead of "Beta Reb" so maybe that was it. I probably chose the wrong folders to begin with, my fault there. its just weird though because I was on the correct revision for Rebellion so the correct files were actually downloading, but the folder was incorrectly named. I threw everything out just to be safe and am redownloading, making sure the folder names are all correct this time. server is moving really slow right now ~56k speed. edit: all done now and working fine.
  4. finally picked up rebellion from steam yesterday. it auto installed itself to ver 1.1. after updating everything through tortoise it doesn't show the green check marks and even though the mod shows as 'activated' it still plays as normal rebellion with vanilla factions. tried to disable all the mods and re-enable them but now sins is crashing with a runtime error when trying to enable 'core.' tried svn cleanup as well.
  5. excited for the rebellion ver. will you guys be reorganizing the forum as well, in order to prevent confusion between the entrenchment versus the rebellion versions?
  6. I run into them occasionally. On a larger map in a longer game I would assume the AI would build them eventually. I have been experimenting with assigning "AI economist" vs "AI researcher" to see which one will build supercaps faster.
  7. AI (on hard difficulty) culture feels stronger in the latest revision. i had maxed out culture research and somehow lost all my planets, and eventually even my home planet to AI culture. i moved my capital to a terran economic planet that had a 10% culture boost, built 2 broadcast centers on it, and on the asteroid planet adjacent to it i had 4 additional broadcast centers that had a 5% culture boost. this was on a medium (enlarged) map so i have no clue how the AI had such strong culture. i also had built 3 broadcast centers a few planets away that didn't have any culture boost, but that planet ended up being the first to fall to enemy culture because of its proximity. after that planet fell i lost my old capital shortly after, i would say less than 3 minutes later on double speed.
  8. hooray that fixed it. time for some pew pew pew now, thanks for the hard work! edit: now it keeps minidumping when trying to enable "core." maybe some kind of checksum issue? searching the forum suggests that i might need to reinstall from scratch if it is indeed a checksum issue? maybe i need to run "large address aware" again too. i can play normal sins just fine as well, it's just that core mod that won't activate for some reason. edit: tried a clean install from scratch. only updated the "core" mini mod and it still minidumps when trying to activate. i noticed that impulse installed entrenchment 1.053, could the version have changed something from 1.04 or 1.051 that causes it to minidump? edit (24hrs later): activated successfully this morning. how? i have no idea because i didn't change anything on my end. o well at least it works.
  9. so we have to update each mini mod individually now? for example we have to right-click each folder for each race and click on "SVN update?" edit: when i moved to update "core" it said the remote connection was closed by the host and now the folder is locked. sorry im really new to all of this as im sure a lot of other people are as well. tried running the cleanup also, it's still not updating correctly.
  10. 01lude

    SVN Update Log

    SVN is messed up the past 2 days. I was getting red text "Skipped obstructing working copy" while it downloaded several hundred megabytes. Today it automatically deleted a crapload of folders and is downloading tons of megabytes again (passing 400MB right now). I tried the cleanup but it doesn't seem to help. edit: downloaded 444.69MB at revision 779. Got red text: "Warning! One or more files are in a conflicted state."
  11. What if you gave the AI a research option to dramatically increase their resources late game? You said the AI likes to research everything, so maybe give them something to research that requires 8 mil or civic structures that gives them uber cash income. Then by the time you move your capital to one of the high population planets, by then the AI should be getting its resource boost too at around the same time. You could even split it up to give them 1 research option that gives them a smaller boost with 4 or 5 structures built, and a second resource boost with 7 or 8 structures built. That could substitute for the AI not being able to move their capital. Sorry if that sounds completely retarded, I have absolutely no idea how to mod nor do I understand the inner mechanics of any video game.
  12. when Lavo gave the AI level 3 capital ships for free they seemed to spam ONLY cap ships along with multiple supercaps. on medium maps it felt like they were cheating because i would run into something like 6 torpedo spheres + 6 tector class SD's from one AI on hard difficulty. to me this was not fun at all and felt super HAX. but when the AI gets level 2 capital ships to start with then it seems they won't build supercaps at all? I never tried a huge map or a game for longer than 3 hours or so I can't comment on those types of larger, longer games. I play on medium maps and have encountered ZERO supercaps from the AI thus far. So it seems like a choice between 2 extremes? are there other settings you guys could tweak to perhaps get the AI to build a good mix of ships?
  13. is there any advantage to forming fleets at all? i never bothered with them because, even in normal sins, it always makes the flagship some random frigate instead my capital ship.
  14. Just making sure you are still aware that ships still chase each other around trying to use shield recharge abilities on each other. However of course as you stated the range is 0 so it only actually works on themselves, but that doesn't seem to stop the AI from trying.
  15. been crashing pretty often recently. no system changes, all my temps are ok. edit: also not sure if this was done on purpose or not, but ships with shield boost abilities are now able to use them on other allied ships. i noticed it while playing as CIS, my bulwarks were all spamming their shield boost but they were using it on my capital ship. i think that ships used to only be able to use the ability on themselves, not on other ships? it was kind of annoying because instead of targeting the enemy they would try to get adjacent to the cap ship to use their ability. so basically i had a single capital ship actually fighting with a bunch of bulwarks following it around like 10feet behind all spamming their shield boost at the same time.
  16. adding more ships means more hard work for lavo to balance everything. that said, I <3 MOAR ships, especially top tier ones. more expensive and more powerful = MOAR fun to me. one of my all time favorites is the eclipse ssd, hint hint.
  17. just my personal opinion, i like the AI cap ships coming out at level 2 instead of level 3 because they will still build other ship types. if they are allowed to have free level 3 cap ships then they tend to spam only that 1 single unit with no fleet diversity. also when they get supercaps it feels kind of hax. just my personal opinion of course.
  18. 01lude

    SVN Update Log

    the last couple of revisions had the AI research option showing, the one that says "you should not see this."
  19. 01lude

    SVN Update Log

    AI cap ships are coming out at level 1 for some reason.
  20. ok i understand what you're saying here. i was also able to beat 2-3 capital ships with 6 missile defense platforms, although i had to rebuild 1 or 2, cant remember exactly. hopefully at level 2 it will feel more balanced. i noticed the AI doesn't tend to link it's trade network, so once i get mine up and running it's pretty much game over.
  21. I have been playing a lot recently and I think that that AI cap ships should start at level 1 instead of 3 by default. They are way overpowered in my opinion, especially because the AI tends to spam them now. I don't mind facing an AI rush from 3-4 cap ships, but my level 1 ships have no chance. I guess the answer would be to increase the map size that I play on so that I encounter the AI later in game, but I don't like to play long games. I usually choose the random medium (enlarged, extra planets) and play vs 2 normal AI. That takes a couple of hours but recently I have been losing when they gang rape me with 5 capital ships each. Even if they were all level 1 I might still lose.
  22. noticed that the AI will spam capital ships now from rev 667-670 ish. i used to like to fight 2 AI on hard but now I have to use normal. not sure if this is a good or bad thing yet, just an observation.
  23. NR hangar defense still uses the old fighters (X, Y wings tier 1; A, B wings tier 2) and researching "advanced fighters" does not unlock tier 2 fighters.
  24. - there is no way to research the heavy munitions (something volley its called) ability for the providence capital ship. also the damage from this ability seems a bit small. - when i try to update recently it says the target folder "is already locked." not sure if this is something on my end or an issue with svn. - trouble accessing the forums at various times. i log in and it will take me to this blue page that says "justhost.com."
  25. thanks! i never noticed the quota before for some reason.

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