Combined MOD [graphics + gameplay] Updated june 25, 2015

Share your mods and tricks of the trade here.
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spacht
Posts: 6
Joined: Fri Dec 21, 2012 2:31 pm

Re: Combined MOD [graphics + gameplay] Updated march 27, 201

Post by spacht » Wed Jun 10, 2015 4:30 pm

Hi, i've just recently discovered your mod and i'm really enjoying it. Thanks for the great work!

Some questions have come up, though:

1. Why have the stations been removed? The tech has been commented out in the MasterTechList. Are they considered imbalanced or buggy?

2. The Morrigi start the game with the destroyer section which is much more heavily armed than frigate sections unlocked later. Is that a bug?

3. I couldn't find the armor section. Is it there but under a different name?

Anyway, looking forward to the next update. Upping the ship hit points sounds like a good idea to make the fights more epic.

BlueInstinct
Posts: 508
Joined: Thu Nov 04, 2010 10:48 am

Re: Combined MOD [graphics + gameplay] Updated march 27, 201

Post by BlueInstinct » Thu Jun 11, 2015 12:12 am

hey, havenot had much time lately,
tnx for the report on the morrigi destroyer section, fixed it.
Stations are still in from what i think but havenot looked into it.
Armor section is: DE-Frigate, CR-Cruiser, DN-Battlecruiser.

I will play 1 more game wich i just started as morrigi to see if anything major is off before i upload the complete mod again.
I havenot played as hivers or zuuhl in a long time since, well, i dont find the time for that.

Hope to upload something soon though

tnx for the feedback,

greetings

spacht
Posts: 6
Joined: Fri Dec 21, 2012 2:31 pm

Re: Combined MOD [graphics + gameplay] Updated march 27, 201

Post by spacht » Thu Jun 11, 2015 11:11 am

I've got no clue of SOTS-Modding, but just removing the "//" in front of line 670 in the mastertechlist.tech and starting a new game brought the stations back.

BlueInstinct
Posts: 508
Joined: Thu Nov 04, 2010 10:48 am

Re: Combined MOD [graphics + gameplay] Updated march 27, 201

Post by BlueInstinct » Thu Jun 11, 2015 11:24 am

tnx for reporting this, will be fixed as it wasnot intended.
gonna play 2night and upload soon.

greetings

BlueInstinct
Posts: 508
Joined: Thu Nov 04, 2010 10:48 am

Re: Combined MOD [graphics + gameplay] Updated march 27, 201

Post by BlueInstinct » Wed Jun 24, 2015 9:50 pm

well it took me some time to play 1 testgame, but now i uploaded version 1.7.0 complete, see op.

hope it fixes all visual bugs
fixes some other bugs
all ships have 2.5x health, 1.5x cost and 2.2x construction time
includes the updated planet textures mod
includes the updated skyboxes mod

the new skyspheres are wonderful and the planet textures mod update seems to fix the missing textures issue(purple plantes in battle).

all feedback is most apreciated as usual.

greetings
Last edited by BlueInstinct on Thu Jun 25, 2015 8:12 pm, edited 1 time in total.

Warcat
Posts: 1106
Joined: Sun Apr 30, 2006 4:32 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Warcat » Thu Jun 25, 2015 3:00 pm

Hi Blue,

I just grabbed a copy of your mod and I'll give it a (well, another) look.

Great work!

BlueInstinct
Posts: 508
Joined: Thu Nov 04, 2010 10:48 am

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by BlueInstinct » Thu Jun 25, 2015 9:38 pm

hey warcat, thats nice to hear, i increased ship HP like bsots does but all the weapons still do vanilla dmg to planets.
I pretty sure i have to decrease that because ships will just be able to stay alive next to the planets wayy longer.

I am just not sure if it should be 1/2 or 1/3 pop dmg.
If u have any suggestions just shoot =)

Alpha Centauri
Posts: 809
Joined: Fri Apr 06, 2012 5:30 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Alpha Centauri » Fri Jun 26, 2015 2:45 pm

For a reference, bsots uses 1/8 dmg to planets.

That wasn't intended just to compensate for their longevity, but to change the nature of besieging a world - forcing the use of planetary invasion or plague or extended sieges until antimatter (when the dmg again becomes so high that simple bombardment is effective within the 4min combat).

Warcat
Posts: 1106
Joined: Sun Apr 30, 2006 4:32 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Warcat » Mon Jun 29, 2015 6:01 am

Blue, just started a game with your update and right now I didn't found many "bugs" but one in the techtree. The Hybrid Weapon tree looks like its root is "unpinned" and keeps floating in the research screen. It could be a mispelled root name, but I didn't checked yet.

I like very much the idea to have "poor" ship at start, while the other sections will be available thanks to research.

Good work indeed!

Valerian
Posts: 11
Joined: Wed Jul 15, 2015 5:27 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Valerian » Wed Jul 15, 2015 7:05 pm

I just recently discovered and bought Sword of The Stars, I wished I did it earlier!

I'm glad to see that this game still have an active modding community almost 10 years after it's release, and after playing it I can see that several games took inspiration from some parts of it.

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Mecron
Kerberos
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Joined: Fri Aug 05, 2005 7:26 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Mecron » Wed Jul 15, 2015 8:59 pm

Welcome to the boards and happy you discovered the old girl! ;)

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Niarro
Posts: 52
Joined: Sun Aug 24, 2008 5:29 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Niarro » Mon Jul 20, 2015 10:25 pm

Hey, some stuff I've spotted playing this with a friend:

-the megafreighters tech for the humans right now is labeled as the Repair and Salvage tech. (Might also be the case for the liir as well)

-the 3 barreled heavy driver tech and the rapidfire AP driver tech both have descriptions that belong to the old vanilla techs that occupied that space. (Shield breakers and leech rounds)

Warcat
Posts: 1106
Joined: Sun Apr 30, 2006 4:32 pm

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by Warcat » Tue Jul 21, 2015 9:36 am

Hi Blue,
a bug I've seen so far

- the hybrid weapons I've got so far have missing icons somewhere: I can see them in the design screen and in the techtree, but there's no icon in the rotating cube and in the tech description box. This happens with light and standard photon cannon and with Ion cannon

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balti knights
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Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by balti knights » Thu Jul 23, 2015 5:43 pm

Hi Blue pleased you like the model, it fits in well. I hadn't realized you had used the loading splash art as well. They where intended to try and illustrate how I envisaged the universe in which the Kuiper Expansion takes place and so they don't really have any connection to the SotsVerse. I think I am going to replace them with something different when I make the next release. ;)
The only way of finding the limits of the possible is by going beyond them into the impossible. Arthur C. Clarke.

BlueInstinct
Posts: 508
Joined: Thu Nov 04, 2010 10:48 am

Re: Combined MOD [graphics + gameplay] Updated june 25, 2015

Post by BlueInstinct » Mon Jul 27, 2015 10:36 pm

Tnx for the feedback everyone,

As for the megafrighters tech, thats by design, megafrighters are removed from the game to even thigs out with the AI and to reduce micro.

tnx for pointing out the wrong descriptions on ultra heavy bal weapons, will fix it.

Unfortunately i dont know how to fix the missing tech icons from the hybrid weapon tech on the spinning cube, maybe someone can help me out there.


@ Balti: Uhhh the loading screens, i didnt intend to upload them, i just use them as a personal preference and forgot to remove them in the upload, sorry for that.
Everyone can delete that folder if one preferes the original loading screens.


Il probably do continue to work on this mod, just dont know when exacly.
Plans are:
-reduce weapon dmg to planets
-test to make all fighters drones and see how that plays (i dislike micro managing them and as drones they get to be targeted by PD
and ofc to fix as many bugs as possible

tnx for reporting back all

greetings

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