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Which version of the game do you have?
I don't think anyone ever tried to say the First Order isn't a breakoff group of the Empire. That's kinda their whole point.
And no, we're not putting in content not actually from the same timeline. We're certainly not doing it ironically.
Second row of cruisers.
Hello! Pizza delivery!
No, Sith Empire is way outside the timeline and First Order is from a completely different canon.
They're both the same, that's why the version name is the same. As it says in the name, one is for v1.82 of Sins (which most Steam users would have, hence For STEAM) and one is for v1.83 of Sins, which all GoG users would have, hence for GoG).
You /can/ build more than one to increase the number of trade ships you have going, but if the choice is between building at a new planet and doubling up, building at a new planet is always a better option.
I believe you're talking about either the shields or the fighter supply.
This completely ignores that there's more that goes into system load than a single kind of mesh. Nobody's ever debating that you can physically export the model.
It will work with either the GoG or Sins version if you download the corresponding mod version. GoG only has 1.83 available and Steam auto-updates, so you don't need to get any patches from anywhere...
If you do the math on it, on average Ascendancy still has more fighters active at any given time than the base game, and it's not even really a question of how well any given mod or the base game optimizes the content; one entity to track is still one entity to track.
As for hangar defenses, some factions will get them where appropriate, and all factions already have at least one defensive platform that can spawn fighters.
First, glad you're enjoying it.
As for fighters, keep in mind that while we try to stay true to source material, the game still has to actually function. Every ship that should have fighters does have them, if they're not spawning for you it's because that ship has already used its fighter supply and you need to restock it before it can spawn more.
While you can't just pour the entire complement out at once, we use the fighter resupply mechanic to represent it in a realistic and sustainable way (carriers can have more on the field at a time, yes, but their main utility is that once their fighters are destroyed, they get to deploy more), more often.
This is absolutely necessary to keep the game functional; Sins is a single-threaded program, so the strain on CPU can be absolutely massive once you get a ton of ships on screen, and the late-game often can devolve into absolute lag-fests to the point that you can't actually watch battles or properly manage your ships. Fighters are, without exception, the biggest contributing factor, so while it might be more realistic to have every ship able to pour out every fighter all at once (which I'm not actually sure is the case, reserves often were kept and deployed as necessary), it would also make the game absolutely unplayable. Our goal is presently to reduce the lag to lower levels than we currently have, not increase it.
The system, as it stands, is:
Frigates/Cruisers: 1 squadron at a time.
Frigate/Cruiser Carriers: 2 Squadrons at a time
Capitals: 2 squadrons at a time
Capital Carriers: 3+ squadrons at a time, scaling up with levels
Each ship has a total fighter supply equal to the number of fighters it canonically holds, and once that is empty it will stop spawning fighters until a repair station or fleet tender has resupplied it.
Then make sure your enabledmods file actually points to the mod.
There's full installation instructions in the readme.
Give it a shot before you make up your mind on them- its something that should improve multiplayer more than single, for sure, but that does not necessarily mean it will hurt singleplayer. If it all works how we expect and hope it will, it will also improve singleplayer (though not to the same extent, of course). If it ends up not working out that way, it's always something we can reverse, and if it's just an issue with AIs ability to manage resources, there's ways around that as well. We're very aware that the vast majority of the player base, even including ourselves, plays the game most of the time in singleplayer, so while there are certain changes we'd like to make which realistically will only have a huge impact on multiplayer interactions, we have no intention of letting singleplayer suffer for it.
And again, if you play it and still think it's hurting that, let us know. If you follow either TR mod, we're always open to reversing even major changes if we feel they hurt more than they help (ie the migration mechanic from pre-0.95 Ascendancy), but as is the nature with these kinds of games, we won't know until we try.
It fills up with colour indicating the amount of ships the exact same way. It's not even something we /can/ change.
As soon as I'm able to make it work- I've converted it like 6 times and despite editing all the files that need changing to become compatible, it's having issues. I need to figure out why before I can release it.
Make sure your directory looks like:
...\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\Ascendancy-V1F\GameInfo
I think the key here is that other than specifically deciding whether to mothball or not mothball, it can add another layer of complexity or choice without really adding any additional tedious actions needed by the player- you have to think more about when to do what, but actually doing that stuff doesn't actually require any more steps. In some ways it can also be more forgiving (ie under base Sins, if you upgrade to max fleet capacity, you can't go back and are stuck paying that much forever, making recovery pointlessly difficult. If you don't actually have the fleet, why pay so much to support it?)
You cannot change the way the AI acts at all in Sins, it's entirely hardcoded. However, while they won't be aware of this system and can;t take advantage of it in as many ways as an actual player can (ie striking intentionally in such a way as to take out mothballed fleets, or even really being able to mothball themselves), it can help to curb some of their more annoying/spammy tendencies and will link them to a similar need for a decent economy as the player, which is ultimately the point.
Not quite yet, still working on conversion.
In the readme and download description.
We'll look at cleaning them up again but I'm not sure what you mean by missing out on information. All of that information is still there, in the exact same place, the game even renders it in the exact same way, which can't be changed. The only difference is the icons used to display it changed (inside circles instead of inside bars); you still see the same indicators/bars for your fleet strength, enemy fleet strength, and structure strength, and the same indicator for whether or not it's a capital planet.
Modding, especially a game like EaW, is very different from the skillset required to actually make a new game even with an available engine (ie Unreal/Unity), let alone build a new engine from the ground up. Also, "all the talented modders from EaW" would comprise a group of people who all have different views on what should be done within the mod/game. If we haven't all made the same mod with something that limits us all as much as working within certain bounds like EaW does, with every option available to us we'd definitely never be able to come up with one consistent thing.
The mirrors are out if our control, so I have no more information on why you'd be having trouble with them than any of you unfortunately. Worked fine for me.
Which version of Sins do you have?
UIs can't be turned off and on. Which parts do you feel are confusing or less informative than the vanilla game, or what bits of information do you think are missing?
I've never had any lag issues playing Alignment (the map) on High for graphics settings, normal fleet sizes and all five players, and your computer seems slightly better than mine, so that might be a decent place to start.
The bigger the map, the smaller you should set fleet sizes, and the fewer players you should have for optimal performance.