GoaFan77

GoaFan77

Joined Member # 3343511
3 Posts 253 Replies 2,884 Reputation

[quote who="upsurper" reply="516" id="3678831"] I think I found a bug with the darth vader unit, going through wormholes he got stuck in the jump area, and kept popping back and forth between the two wormholes getting stuck, had to scuttle after a few minutes. [/quote] Well, I've certainly haven't heard of that one before. Sounds like it could be a rare bug with the base game, as I can't imagine what would be unique about Darth Vader to cause that. :-o

577 Replies 2,996,249 Views

Just to be clear, it does say the owner faction is "pirates" right? Do you have the Outlaw Sectors DLC? That changed the pirate raid behavior, maybe this is a new weird bug.

5 Replies 38,721 Views

[quote who="In_dy" reply="1053" id="3676050"] Hi GoaFan, thanks for the continued work. I started a new game yesterday, first time using the starbase max upgrades and probably found a bug. Research from weapons and so on, that usually gives a bonus to starbases as well doesn't do so anymore(orthodox at least). [/quote] I've heard others report this, but I think its a display bug. Starbases should actually still receive the bonus. [quo

1,119 Replies 3,151,734 Views

Enhanced 4X Mod 1.83 for Rebellion 1.90 has been released. Includes a major rework of antistructure cruisers to be able to attack normal units (with a particular additional strength against titans), as well as some minor fixes and AI improvements. Also laid the ground work for some new minimods that will be coming out soon. [e digicons]|-)[/e] Warning: Do not apply Large Address Aware for any mods on Rebellion 1.90. It is now turned on by default and changing it yourself m

1,119 Replies 3,151,734 Views

New release of Star Wars Interregnum for Rebellion 1.90 has been released. Warning: Do not apply Large Address Aware anymore. It comes enabled by default and will screw up your game if you do so again. <img src="http://button.moddb.com/download/medium/122066.png" alt="Star Wars Interregn

577 Replies 2,996,249 Views

[quote who="OhaahO" reply="6" id="3674632"] Thank you ZombieRus5 and GoaFan77 for your answers (y). They were very helpfull [e digicons]:)[/e] [/quote] Sorry the answers aren't more positive.[e digicons]:([/e] The main way to add in more research is just to make existing trees (mainly defense and diplomacy) bigger, or remove their techs and replace it with something else. Some mods have also done interesting things with the fleet supply tree (my own Interregnum mod

8 Replies 17,742 Views

[quote who="OhaahO" reply="2" id="3674339"] Thank you for your information, it is very usefull [e digicons]:)[/e] . As you might now, there are 4 tabs with science, 1 for fleet supply and 1 for artifacts. Is there any possibility to expand those 6 numbers to something like 8? or 10? [/quote] Nope.

8 Replies 17,742 Views

[quote]Is it possible to make buildable constructors from a frigate factory? [/quote] No, at least not in the way you want. Even if you get an extractor or factory from a different faction via modding, it only builds the standard stuff for your faction. Sins doesn't work like Command & Conquer where you get to build other factions stuff if you can steal a constructor. Also, you are basically limited to 9 frigates, 9 cruisers, 9 capitalships and 9 titans per fact

10 Replies 18,177 Views

[quote who="pantagruel8" reply="2683" id="3673644"] I would like to know what dictates icon order in the tree and how to edit it if possible. [/quote] I had no idea this could be modded. But then I haven't touched original Sins in many years, perhaps its an old bug. You may want to make sure you didn't do anything with the rarely used search Empire tree feature on accident. [quote who="pantagruel8" reply="2683" id="3673644"] On an aside, is there a way t

2,761 Replies 7,634,596 Views

[quote who="N88B" reply="2" id="3673093"] I understand where youre coming from but a star base is a structure [/quote] Only in the fact that they (mostly) don't move and have the same armor type. The game and the research trees treat them as very different things. None of the research in the game that buffs structures affects starbases and none of the starbase damage/HP upgrades affects structures. While buffing the Sova to affect Starbase construction rate would

4 Replies 25,794 Views

[quote who="psychoak" reply="6" id="3672756"] It looks like missing bits result in a crash on the options screen from main menu in SOA2, but Goa's mods are working fine. [/quote] That would be Enhanced 4X and Star Wars Interregnum. [e digicons]:thumbsup:[/e] It seems many mods that worked for 1.86 have a good chance of working with 1.9, minus the missing strings in the options.

8 Replies 59,180 Views

Given we don't have Linux or Mac versions, I doubt it will be officially supported. That said, someone did try it and got it to work ... sort of. That said, given the amount of controls you need to play the game effectively, I doubt it would be very fun.

2 Replies 22,328 Views

Not directly. I know Sins of a Galactic Empire made a bunch of changes like giving all players 999 command points which encouraged the AI to build more Caps, but you there isn't a set priority order the AI uses you can change.

2 Replies 9,680 Views