It's too large for starters. It's also referred to in the show as a multi-purpose ship and not just a bomber. Lastly, with so few cannon ships for the Goa'uld, it was more valuable for use as a frigate.
It's too large for starters. It's also referred to in the show as a multi-purpose ship and not just a bomber. Lastly, with so few cannon ships for the Goa'uld, it was more valuable for use as a frigate.
Required? None.
Recommended? All.
Minor Factions would probably be the most impactful if you were to chose only one. Stellar Phenomena is required for the Replicator invasion to occur. They all add something beneficial though.
SGR does use enlarged planets and gravity wells to give a greater sense of space. This can sometimes lead to a little planet overlap but planet properties and map generators have been updated to help mediate that. It has not generally been a major issue in any testing I have done.
Have you modified maps in your map directory or are you using custom maps? If so, that is likely the source of the issue.
1) Make sure SGR is "on top" in the mod list.
2) If you're playing in Dev mode, you're likely to see a great number of warnings and pop-ups like that. They should all be benign. Either disabled error reporting for dev mode or switch to the regular game client.
It would depend on what that mod is doing and which files it modifies.
Generally speaking, most Sins mods have to be designed to work with each other or they will not. They would have to not touch the same files in each of them to work by random chance.
Thanks! I lot of time and effort went into creating those for the base Sins: Remastered mod/assets.
No. Mods have to be set up to have their custom assets configured to work with Sins Remastered's shaders.
Sins of the Prophets is going to integrate Sins Remastered in their next major release though. So at some point this is going to be done for you.
That most likely indicates that Sins Remastered is not enabled or is not working properly.
Run Remastered by itself first to make sure it is installed properly and works on it's own. Once it does, add SGR back on top in the mod stack.
We'll see. It's definitely on the radar.
No. Not interested.
Stats have been set the way they are for various reasons. I have no interest in hosting multiple versions.
The replicator event was not removed.
It requires the Stellar Phenomenon DLC to be active though and it has a very small chance of triggering every 15 minutes (similar to Mad Vasari). You shouldn't see it every game and even less so in shorter games.
Nothing has changed in regards to Hives counting as labs. Remember that they do not count as a full lab each and it takes more than one to increment the count, depending on how the fractional value tallies and rounds up.
If it's at launch then it suggests one or more of the mods aren't actually installed correctly.
Is there something not working with the current version?
Not every patch requires mod updates.
There's something wrong with your mod installation then because there's definitely nothing wrong with the sound files setup in the mod.
The PBR shaders require significantly different texture to work properly. Planet shaders in particular require a lot more data maps to support all the features.
You should see this article for reference on what the planet shader wants and how it works:
The Remastered planet shader requires that planets be unwrapped with an equirectangular projection. That normally means 4096x2048 or some factor of it but a square 2048x2048 texture should work so long as it's still using the right projection. You'll find it may looked stretched or lacking detail along the axis it is stretched to fit though.
Also, you're not the same Doci from the Emipre at War mod community are you?
Most likely you have the mods enabled in the wrong order. SGR "on top", Remastered below in the list.
Turn off the tactical grid display in the UI options. It's a massive FPS killer as the game progresses.
There was never any AMD specific crash bug that I was aware of in either the stock or Remastered shader versions. The Remastered version wasn't rendering some things correctly on AMD cards in one release a while back but it wasn't causing crashes (and those issues have been fixed too).
Simply put, I cannot work a full time day job and contract on the side for Sins 2 development work on evenings and weekends AND devote the necessary time to futher develop SGR all at the same time.
While I appreciate your enthusiasm for the mod, I do not believe it is as "close to completion" as you imply. A substantial amount of time would be required to finish it (and for the record, I don't believe that a mod like this is ever really "finished" anyways), that I simply do not have. If such time did become more available in the future, I might consider doing a little more but probably only in the context of things that would also be of use in a sequel version of the mod for Sins 2.
There is also the fact that the mod is currently bursting at the seams already in terms of what the Rebellion engine can handle on the content front. Packing in even more at this point isn't going to help matters on that front.
You can't miss something that has never been a part of the mod at any point in the first place.
Turn down your texture detail settings a notch, or play games with fewer unique races/teams in play.
Did you also use the E4X Re and Int SinsRe minimods? They are required in order for it to work properly with Interregnum.
That being said, they should look more metallic than in the base version. PBR does a much better job of metals in practice.
They're only going to be there to take your cookies.
Instead of taking any orders from players, your video games and young secretaries will be their playthings.
You're very welcome.
It's nice to see other projects using it now.
The mod already allows up to 6,000 fleet supply built right in... So yes to the first. No to the second and the third is not really possible without some silliness that I'm not interested in touching.
No. Empire names for AIs are randomly assigned.
Delete or clear EnabledMods.txt and run a Steam repair on the local files of the game.
The Wraith are regarded as quite strong in the tester pool. They have plenty of damage output, particularly if you factor in their strikecraft. The larger cruisers have capitalship-like abilities to help round things out a bit as well. You should not be relying on capital ships only.
As for capital ships themselves, they are balanced roughly along the lines of supply cost. Abilities can muddy the waters in some cases. If you're expecting a 100 supply hive ship to take on a 150+ supply Ori mothership, that's not going to work out for you. The Asgard have certain traits and abilities in their fleet that play directly against some of the Wraith's strengths as well; so that can be a difficult specific match-up for them.
dolynick
joined
This member has provided no bio about themself...