Epic Immersion v.5 - updated
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Epic Immersion v.5 - updated

Updated Feb 19, 2008 by QuantumSawdust


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morgenday
Comment #21 Monday, March 3, 2008 1:24 AM
Cool, certainly makes engagements much more intense, as if you lose your cap.. its like literally 2 hours before another can be made. I was also thinking that maybe you could do something more progressive with your research set up, like the first two tiers take one station each, then to get the third tier it would take four total, fourth tier would take seven, fifth tier eleven. Mainly because I noticed that you set up a few first tier researches to cost a ton, the ones that deal with reducing build/research times, which is perfectly reasonable considering how your game is set up, but maybe let people skip those a touch easier, and make the other end harder to get to.
Ohtori
Comment #22 Monday, March 3, 2008 3:45 PM
Again, QuantumSawdust, great mod! I have noticed something though that I never noticed in "regular" gameplay (and understand, it might exist in un-modded play and I just never ran into it...)- I will occasionally go to a planet and the planetary forces' fighters have wandered VERY far out of gravity well, like into the space between the stars. Then of course, if I'm not careful, my fighters and ships start after them and start to wonder really far out of the gravity well too. Anybody noticed this, and is it something to do with the mod or the game in general?
Jaga Telesin
Comment #23 Monday, March 3, 2008 8:35 PM
QuantumSawdust, Any chance of making this compatible with Sins Plus by -Uzii-? I can't imagine playing a game without that fantastic mod now, and merging the two is difficult to say the least, from a player's perspective.
QuantumSawdust
Comment #24 Tuesday, March 4, 2008 12:15 AM
OK, newer version has been updated. Not many huge changes this time guys, I've been pretty distracted with work and school. Still, some pretty useful changes have been made. I followed your suggestion Jaga and it SHOULD be compatable with Uzii's mod, just follow the directions in the readme. Let me know how it works out. As for your problem Ohtori, it has been a bug I have only experienced in my mod, and I have no clue at all as to what causes it. When fighters do that they should corrode and die, but I notice they regenerate back to 100% health whenever they corrode too far. The only possible fix I think to this is to set fighters corrode rate to some high number so they die as soon as their hangers die (thus preventing their magical regeneration powers). That seems like a very unideal fix however, and hopefully another way around the problem exists. I also followed your advice morgenday, it makes good sense so we'll give it a try. If anyone finds they liked it as it was previously, let me know and I'll play with it some more : ) Also, a number of other points brought up so far have been adjusted or fixed. But for the most part, the only thing that is left in the game is fixing some of those mysterious bugs that exist, then to expand the game to include more ships, planets, etc, and finally to fine tune the balancing. All of these seem like big projects, but I'll see what I can in a timely fashion.
QuantumSawdust
Comment #25 Thursday, March 6, 2008 12:23 AM
I take that back - apparently my mod updates aren't being accepted as uploads by the site - through no fault of the site admins, I'm sure. It just comes up with an error message. So until that is sorted out, I'm kinda stuck.
frogfire79
Comment #26 Friday, March 28, 2008 4:24 PM
1, adding starting ships script is available in the small missions, the back doors map has a small starting fleet and some space structures. 2, 1.5 hours for a cap ship is a little rediculous isnt it? 3 days to set up a game, just so the computer folds its hand (auto victory) even against maximum enemy ai. 3, any ship that wasnt meant to have fighters, theyr squads start in the sun, and have to fly back to the ship, then if you give the squads any sort of command, they stop moving completely, untill the host ship jumps to another orbital body. and the squads do not die when host dies. 4, noticed that only the numbers have been messed with. mostly just doubled exept for overall game times (tac or log slots doubled, with tac or log slot per building mostly doubled also... overly redundant...) 5, the increase of the gravity well increases the sun's gravity well also, making this overlap a good portion of the rest of the orbiting planetary bodies, making user placed structures hang the game (cant turn off placing tactical grids) and the gravity wells are soo large, auto-placing structures is ... utterly inneffective. 6, squadron mixed. all fleets ships that arent supposed to have squards of fighters or bombers in unmodded game, start and continue with vasari fighters and bombers, while caps and hangars have the fighters and bombers of the host race (i got used to having phase missiles, then my advent carrier busted out some drone fighters and that threw my strategic plan in the trash) 7, after about 2 hours the ai all fold theyr lpanets, causing auto win. 8, only way to kick start the game under this mod is to start without the mod, then that imposes problems with innitiating the mod and loading the map, because the buildings and planets have mixed health and shields and timeset values about 50% between mod and nonmod game values. yet the ai does not function without the kickstart (only buy minerals off black market, and build scouts... which die at first neutrally occupied planet they nter due to the 2 minute phase jump timer). 9, after kickstarting game, and rebuilding ALL structures for every ai player (.. 9 hours of rebuilding) to fix the mixed values, the computer scuttles or abandons every piece of property they own, ending in an auto win. little observations... v.5, and im useing an invariably capable pc.
Braxis41
Comment #27 Monday, April 14, 2008 10:19 PM
Thanks for your work on this mod. It's awesome. More like a turn based game instead of an RTS. Keep up the good work. Looking forward to more.
theharshlonewolf
Comment #28 Wednesday, April 16, 2008 8:31 PM
yeah i have a problem with this mod everytime i try to start a game with it enabled it stops loading at about 75% my file path looks like this C:Documents and Settings/[username]/Local Settings/Application Data/Ironclad Games/Sins of a Solar Empire/Mods/Epic Immersion V.5/Game Info/ and so on yeah i dont know if its the file path or my game im in version 1.04 of sins and no other mods are active
omega_zeta
Comment #29 Monday, July 14, 2008 8:23 AM
I have noticed that the AI is attempting to build a Capital Ship factory first in every instance. B/c of the increase in the price they cant do it right away like in the normal game and as such they get stuck.
Aequitatis
Comment #30 Wednesday, August 6, 2008 2:21 PM
Hi there! I love this MOD as well, I can't play Sins without it now. But there is one bug which makes it unplayable at the moment Pirate fighter craft seem to start flying off to the middle of nowhere at the start of the game. By the time you or the computer players will get around to attacking, they are pretty much in a different start system (but still at the same planet, if you know what I mean). The problem with this is that the computer players will send their fleets off to engage the fighters and it will be literally hours until they ever return if they even ever catch up with the neutral defenders anyway. The fighters do not die off when you kill their mothership either, their health drops to something like 60% then goes straight back up to 100%. I am really a rabid fan of this mod! Please fix this! I will buy you much beer!
Onicrom
Comment #31 Wednesday, October 29, 2008 9:22 PM
Every time i start a new game it ends saying i've been defeated. I have it installed properly and everything so what's wrong here?

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