Remastered
Make sure you have applied large address aware to the Dev.exe, as you did with the regular sins launcher
Console is brought up with "ctrl+shift+."
The "Dev.exe" is located in your game directory where the regular Sins of a Solar Empire exe is. If you have the steam version it's in "\steam\steamapps\common\Sins of a Solar Empire"
Before you run the Dev.exe with your mods enabled, remember to apply large address aware to it.
Yeah, the model does look a lot nicer now with the new bridge and running lights.
Oh, that's even better.
It's just that I didn't see where CIS ships would fit into Interregnum right now, and so I thought adding them to these clone war era ship graveyards was the most likely route you'd take.
This would be a great opportunity to put in the Recusant and Munificent class cruisers into the revamped Interregnum graveyards imo. SoGE has great models for these ships, and I'm assuming they're open source to use...
Especially when yarlen said that they've run into some snags that they're trying to sort out a few days back.
"Snags" could mean anything...
Lmao, what would we do without the Dev.exe?
I like the look of this. If this is what I imagine it to be, it'll be a very nice addition to gameplay and immersion.
Indeed it is high praise! I have two of your own screenshots on my star wars wallpaper slideshow A100percentBEEF. Keep 'em comin ;)
Fair enough.
I hope if it does eventually come to that you won't have too much extra work on your hands
To which Goafan indicated the need for more memory usage due to having to double(?) your mesh sizes.
I personally think you should let them render shields. Anything that saves memory on this 32bit game is very valuable.
Also, the lack of visible shields in the Star Wars is likely just to keep continuity with the original movies, where shield effects would have probably been remarkably difficult to pull off back in the day
Why is the ING_Deathmatch minimod an issue with the updates?
I'm delighted to see the mention of some AI tweaks in the changelog among the many other additions. Sins has always had a problem with passive AI that never really goes on a proper conquest. Hopefully this update fixes that a wee bit ;)
I have pretty much the same problem as you have with this mod:
I have normal fps until all factions get above roughly 1/2 of their fleet cap used (on games with normal fleet sizes), at that point fps gets a little choppy.
When I set literally everything down to the lowest graphics settings, and disable other things that use up RAM, performance improves slightly until fleets get built up a bit more. When they do, and engage one another, the game starts to get choppy again. When this happens, and when I have no more settings to turn down, the game grinds to an absolute standstill within minutes.
It never crashes or anything, it will just gradually slow to single digit fps, and eventually stop, with maybe a jitter or two of movement every 20 seconds or so.
I am using LAA, btw. Not sure hoe the game behaves without it; I'm guessing a lot worse.
Hi, absolutely brilliant mod; I couldn't believe how much it added to all aspects the game, from visuals to gameplay.
However, I have encountered a fairly major bug. Aside from the initial asteroid that spawns beside your home planet, all asteroids in the game (on my custom-made maps, I haven't checked the pre-made maps yet) are marked as uncolonizable, with no option to research it away. Is there any way I could make my own fix to this, or will you release some sort of hotfix?
Anyway, thanks for the rest of the mod. I hope it continues to be supported!
Kenny_The_Klever
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