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Recent Posts

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Discussion, Suggestions & Feedback / Re: Unit Upkeep
« Last post by Katarnstar on September 16, 2019, 12:38:56 PM »
I've had the same happen to me and some of my planets. Phantom upkeep costs for units that aren't there.
2
Discussion, Suggestions & Feedback / Re: Unit Upkeep
« Last post by xins on September 16, 2019, 08:30:41 AM »
No units or structures.  For example, the Maw is -970.  When i mouse over the number it shows a bunch of units and mining and trade facilities.  I don't even have those built there.  Sound like I probably need to restart.
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Ascendancy Discussion / Re: Best version of Steam sins to run with this mod?
« Last post by Corey on September 16, 2019, 02:43:55 AM »
The mod supports the most updated version of Sins with the latest release.
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Discussion, Suggestions & Feedback / Re: Unit Upkeep
« Last post by Corey on September 16, 2019, 02:43:21 AM »
Are there any enemy units there? That will also do it.
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Discussion, Suggestions & Feedback / Re: Unit Upkeep
« Last post by Katarnstar on September 15, 2019, 06:53:55 PM »
Same actually, I've had that happen to me a few times.
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Discussion, Suggestions & Feedback / Unit Upkeep
« Last post by xins on September 15, 2019, 04:47:19 PM »
Hi,  I'm playing Galactic Conquest and I have a number a planets with a huge unit upkeep but there are no units there.   How does unit upkeep work?  Is there a way to these planets positive again?

Thanks
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Discussion, Suggestions & Feedback / Re: Make the cruel AI a bit less cruel - pls help
« Last post by Barbagli on September 15, 2019, 02:53:58 PM »
I've just found out I can click on the button during the game, apparently enabling and dis-enabling the AI at my will. That's weird, I couldn't do it on my previous campaign - that was on the previous patch, this one is on the last one (2.3 if I recall correctly).
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Discussion, Suggestions & Feedback / Re: Make the cruel AI a bit less cruel - pls help
« Last post by Barbagli on September 15, 2019, 02:46:59 PM »
That is correct. Infrastructure I don't think is actually used anymore. It was for when we were having trouble spawning structures at the start of the GC for certain ones that we set up through LUA, so we gave them a huge budget so they could build structures quickly, but we ended up figuring out the spawning.

Corey, just another question. After applying my modification (2x instead of 4x on AI income), every time I save and quit the game the Cruel AI turns off. To be clearer - I open my saves and I have to reactivate the Cruel AI by clicking on the button. I'm not sure if  the cruel AI is actually working, the enemies don't seem to be stronger than before but I just played some hours and it takes a bit to see the effect of the new income.  I did not touch anything outside that particular string.
Do you know something about that?
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Ascendancy Discussion / Best version of Steam sins to run with this mod?
« Last post by ketamarine on September 15, 2019, 02:23:50 PM »
Hi All,
Anyone have a recommendation for best version of the game to run on steam?
I have been bouncing all over after using a bunch of mods (Star Trek, Interegnum, sins of galactic empire)

Should we just run most up to date version?
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Ascendancy Discussion / Re: Executors fragile?
« Last post by ketamarine on September 15, 2019, 02:19:56 PM »
The issue with the titans in this mod is that all AI fire seems to go to highest HP pool target. So if you roll in with that large fleet, and watch the damage coming in, all your cruisers and flagships will be fine, but your titan will be getting crushed.

You need to keep it behind a line of screening dreadnoughts or other front line cruisers like victory 2s. Another reason I always take the sovereign as you can hit with an initial superlaser at the biggest target, and hang back while it recharges. There may even be some range advantage with executor due to huge numbers of concussion missile launchers.

And altor fleet tenders are your friends!
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Those working on this mod do so in their own free time and for no pay.
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