This member has provided no bio about themself...

Comment History  (0 - 30 of 76)
turtle225
turtle225 - - 76 comments @ Enhanced 4X Mod

Sinsofasolarempire.wikia.com

What difficulty are you on? The ai gets huge economic bonuses on the higher difficulties. I've found that the ai is more difficult on small maps where you (the player) can't get a good economy going easily and they get carried by their bonuses.

On bigger maps with more distance you can take advantage of your ability as a human to colonize a lot more efficiently than the ai and get an economy up so you can compete.

Micromanaging combat can make a big difference too. Doesn't have to be every little thing, but deciding to control a few capital ship abilities instead of leaving everything on autocast can be impactful.

The ai is also really suicidal when it comes to starbases and defenses. They will attack into 45 tac slot advent planets with a fully upgraded star base. Don't neglect repair station tech for too long. You should be putting them up on your frontline planets as soon as you bump into your neighbors.

For perspective I usually play on hard but I've beaten unfair before. Never beaten cruel.

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Enhanced 4X Mod

Thanks for the reply, I can look forward to the update.

I know the tech was meant for the heroes and I admit it is nice for that but I suffer from that hero freeze/lock issue that's been mentioned before. Game runs fine as long as I don't deploy them so it isn't really a problem.

But yeah since I can't use it for heroes I end up using it for my Titan and it feels.. "cheaty" I guess. Idk, call me weird. The Vasari tech is a lot weaker so it doesn't really bother me.

Overall it isn't a big deal, I just thought maybe there was a quick fix. I can wait for the update. Thanks again for replying, it's really cool that you pay attention to your community.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Enhanced 4X Mod

Hello Goa. I love your mod, can't play Sins without it now. Truly great work overall.

I was wondering though, is there an easy way to remove the diplomacy tech for "free" 3 command and 150 supply? Is there just a file in the mod that you can pluck and it just disappears or something? I just don't like easy access to no upkeep supply is all.

Cheers.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Star Wars: Interregnum

Hello, thanks very much for this mod, it's been a lot of fun.

Quick question though, whenever I capture a unique object like CenterPoint Station or any of the others, I can never actually do anything with them. It always just has a red text "not researched" or something like that and it won't let me use the abilities. What am I doing wrong?

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Star Wars: Interregnum

First of all, great mod and very well polished.

I apologize if you've already discussed this, but why do you have the Rebel Alliance and the New Republic as two separate factions?

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

Why do you even hang around here metalchibre? All you do is complain about the mod...

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Empire at War Expanded: Thrawn's Revenge

Go to mods -> ICW -> Data -> XML -> Conquests. Then choose the conquest of your choice. Then edit the file "Campaigns_'conquest name'".

Note that there will be data for the conquest for each starting faction so you will have to make sure you change it for every starting faction. Just look at the way it's set up for each planet and then make your changes keeping that format.

This should work, though someone please correct me if I'm wrong.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

There are no new units in v1.1.5. Check the features section for the new units that will come in v1.2 and v1.3.

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Republic at War

I'm fairly certain that there is no multiplayer GC yet.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Empire at War Expanded: Thrawn's Revenge

They don't have an eta atm, give em time.

I believe "From the Ground Up" is getting reworked to add the PA but I could be wrong, don't quote me on that.

As for a GC with all planets and each starting with 1, there would be pretty much no way to complete it without getting "the freeze" bug. It would also be hard to balance.

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Republic at War

They already confirmed that they won't ever add her.

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Republic at War

This is the third or fourth time you've posted something like this.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

You should download it if you're playing. It doesn't offer any new units, but it changes up some of the balance.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

A mobile bunker would be really cool. I would love to see something like that. It could very easily be broken though. Put a bunch of arc troopers in there and they would wreck stuff up.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Empire at War Expanded: Thrawn's Revenge

Tie fighters are rubbish anyway. Drawing fire is really all they are good for.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

Maybe Z3r0x got tired of all the flak this community gives the mod/team and decided he had enough with it.

Ok, conspiracy theories aside, I believe it was stated he needed time away from the mod for his actual job. It would be great if he had time and or the ability to come back, but as of now, he's MIA.

Good karma+4 votes
turtle225
turtle225 - - 76 comments @ Republic at War

That's because they are an expansion unit that isn't released yet. They either come in 1.2 or 1.3, I don't remember. You can see xml's for several of the expansion units that will come in the future.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

They aren't cheating, the ai just gets huge credit and build speed modifiers.

The reason why you can't move any fleets is probably because you got the "unit selection bug" commonly dubbed "the freeze". It occurs once the number of ships destroyed during a conquest reaches a really high number. There is no cure. If you have a save prior to the freeze, load it up and try to autoresolve to finish the conquest.

Good karma+4 votes
turtle225
turtle225 - - 76 comments @ Republic at War

Note that if you attack the enemy station with something like a venator since it has some lasting power, all of the CIS units will retreat to try and defend it. This can buy you some breathing room.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

They start with the lucrehulks, same as you starting with a few venators. You have to be aggressive. You can't just hole up and slowly expand while defending everything like in vanilla.

Accept that you will lose space on some planets. If you have the patience, you can defend almost all planets from the ground very easily.

Make sure you tech up asap, but while that is going on blitz the crap out of the opposition in the beginning while their defenses are weak. You want to grab the core asap so you can get some choke points together. Also get Mygeeto asap and load it with mines.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

If you are asking if the mod team will make a version like that, I doubt it. Most of those changes are pretty easy to make adjusting the xml's, but it would take awhile to adjust every single unit. So you could easily make the changes as long as you don't mind taking the time to do so.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

The CIS has the hags which are equally as annoying. I personally feel like AT-AP's are better than Av-7's unless the terrain is wonky.

There are certain maps where av-7's and hags are just nightmarish though, especially when the AI spams them. Sullust comes to mind.

I agree that they should be slightly less accurate. This way they aren't as consistent.

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Republic at War

It's likely possible, but it would be very difficult. It would take a lot of modding the mod, and the knowledge of what to do so you don't end up breaking stuff.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

The victory isn't a campaign only unit. You can get it with the space battlepad, high command iirc.

The lucrehulk isn't overpowered. It's a beefy carrier, but it terms of firepower, a venator will out gun it.

Good karma-1 votes
turtle225
turtle225 - - 76 comments @ Republic at War

You could simply make your own dlc if you are not satisfied with the team's work.

Good karma-2 votes
turtle225
turtle225 - - 76 comments @ Republic at War

It can happen in the vanilla game, the thing is that the AI hardly ever did anything so the game never even came close to getting the bug.

Good karma+2 votes
turtle225
turtle225 - - 76 comments @ Republic at War

You can get more heroes using your space battlepad. Iirc, grevious is in the confederacy high command.

Good karma0 votes
turtle225
turtle225 - - 76 comments @ Republic at War

The only way to avoid the bug is to finish the GC before it hits, or to auto resolve everything. If possible, revert to an earlier save before the bug and try to finish the rest through auto resolves.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

I'm fairly certain its fixed, not random. In other words, if you did a new GC and everything played out exactly the same in every way, the bug should hit at the same time.

Good karma+1 vote
turtle225
turtle225 - - 76 comments @ Republic at War

Ok, Kuat can be reached from the CIS starting planets of mechis, foerost, and cato nemoidia. If you have those three planets, and haven't lost any planets in the core, then the only other explanation would be not having space control of all planets in the core. For example if you own alderaan, but have no space forces or station there, they may simply fly there from Trandosha, and then fly to Kuat from Alderaan.

If you are 100% secure In every way, then I don't know what to tell ya.

As for Sabaoths, they can be built elsewhere beside Tatooine and Nal Hutta. I don't remember all of the planets that can have palaces, but it's more than just those two.

There are special republic squadrons but they can only be obtained from the open fleet relay in skirmish. They are not in GC.

Good karma+1 vote