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

Updated Feb 19, 2008 by QuantumSawdust

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Comment #1 Tuesday, February 19, 2008 11:20 PM
From the readme - " I would like the starting resources to be higher, maybe 3-4 times what it currently is. I couldn't find this in the game constants or galaxy file. " The starting resources (credits/metal/crystal) are in the .galaxy files, the map files, and can be changed there. So to do this, you'd have to go in and change every map to fit your wishes. If you're talking asteroids, I think it's in the galaxy file.
Comment #2 Wednesday, February 20, 2008 8:17 AM
Just a quick question.. could it be that the AI doesn't quite know what to do with your mod? After 1 hour of playing it 'should' have build more than just one structure. Though, I only tested the easy AI, 'cause I'm quite the noob. Any intel would be appreciated! And by the way, keep up the work, it's great!
Comment #3 Wednesday, February 20, 2008 10:51 AM
Yeah, something is messed up with the AI, it's one of the things I'm working on for the next version along with a few other things. When I play, the AI does do several things correctly - it researched, built ships and capital ships, took over worlds, built structures. However, it certainly did these worse than it should have (the were Normal diff. computers), so something is screwing them up pretty bad. Hard computers might work out better. Also, thanks CrimDS, I'll see what I can do with that.
Comment #4 Wednesday, February 20, 2008 11:55 AM
Let's see what 7 Hard AIs are gonna pull.. I'm feeling adventurous
Comment #5 Friday, February 22, 2008 10:51 AM
*edit* readme cleared it up. I'm gonna try it and report back. /e: After some 20, or 40.. erm.. minutes of playing, my AI allie still hasn't build any ore mines.. curious. Though he is throwing out Scout Frigates.. perhaps that kills his budget, and the desire to scout could be limited to some degree.
Comment #6 Friday, February 22, 2008 9:14 PM
I like the sound of this mod a lot so I'm still eagerly waiting for your report before I download it Flexomatic
Comment #7 Friday, February 22, 2008 10:23 PM
If you're worried, I'd wait until the next version (.6), when I'll focus on getting the few kinks worked out. There are 3 or 4 balancing changes I want to make first (the game as it is actually a bit too slow as is in my opinion). The AI is certainly better than in the last version, but it needs a bit more work. From what I've seen, the AIs do all the basics on hard difficulty (they explore, build and conquer, build frigates, cruisers, and capital ships, build base defenses, etc.) However, something is causing the AIs to save up large amounts of resources instead of spending them to build bigger fleets. In the games I've played (after the first couple hours), I've ranked close to dead last in credits, metal, and crystal, as well as mediocre in research, colonization, and culture. So the AI does that great - however I'm almost always first in military, which means the AI is glitching somewhere. I'm going to try beefing up the AIs tendency to build military way above what it was, and hopefully that'll even things out. If anyone else has any ideas, I'd be happy to hear them
Comment #8 Friday, February 22, 2008 11:59 PM
Love this Mod! I have to say, this Mod is the only thing saving this game for me. I'm usually not a RTS player, preferring turn-based (love Gal Civ II, etc.) When I tried to play this game the first week, it was sooo frustrating... Fighting other empires' ships was like herding cats- chase them here, chase them there and on and on... Thanks for all the hard work on this QuantumSawdust.
Comment #9 Saturday, February 23, 2008 4:00 AM
Quantum, in your experience, after what time did the AI start building their ore mines? I let it run for about a couple of hours yesterday, but then I couldn't go on because I was expecting someone. Anyways, by that time my ally stopped exploring but hadn't yet started building anything. .. Shireknight, I suggest you go ahead and play it, so you can also write down things you notice so that Quantum can make it all better
Comment #10 Saturday, February 23, 2008 2:08 PM
Cheers QuantumSawdust Ill wait for your next version and then download it, yeah your right Flexomatic I should have thought about that yesterday and just downloaded it anyway and then posted what I thought of the game myself gah!. Oh well my loss I guess, unfortunately because of my work pattern I only get to relax on the PC Fridays and Saturdays so Ill have to wait until next Friday before I play any more now anyhow
Comment #11 Saturday, February 23, 2008 8:57 PM
Flexomatic, I haven't had any computers as allies yet, so I don't know exactly when they build up. In the last game I played, I made first contact after about 4 hours of game play (map may have been a bit to large), and by then they had fully established bases and were in the process of building their first (I assume) capital ship. After 8 or 9 hours, the computer players had built quite sizable fleets, though they really were too cowardly. Speaking of which, if anyone knows how to reduce AI cowardice, I would love to know. So Flexomatic, if you notice the AI working differently in your games, let me know. Thanks for your input by the way, as well as everyone else. This mod still has a lot of kinks to work out, so the input I get is quite helpful. Criticism and suggestions are both welcome.
Jaga Telesin
Comment #12 Thursday, February 28, 2008 2:55 PM
Looking forward to your next update. I tried the game both vanilla and with other enhancement mods, and neither was very enjoyable as I always felt like I was in some sort of development race. With the speed adjustments your mod makes it completely changes the game, and makes it a really enjoyable experience again.
Comment #13 Saturday, March 01, 2008 2:30 AM
Hi there, really interesting mod. Just started playing it and can confirm that unless you set the comp on hard it doesn't do anything that I could see during the auto record. It's first move when placed on hard is to build a colony frigate, not sure what it does after that. When I check the replay next I'll probably come post again. Also just a heads up, the computer is buying a lot off of the black market, the changed values on everything might be triggering this.
Comment #14 Saturday, March 01, 2008 7:36 PM
Hmm, I just downloaded and installed this mod, but when I start a game (under any speed setting) the pirates are constantly being sent out and all I hear is "Intel reports imminent pirate raids" and "Pirate raiders have left their base" This a fault of mine, or the mod? Just caught another bug, at least for me. On the black market selling Metal and Crystal is -29874563748 (those are random numbers... but the length of the number is close enough) and buying costs 0.
Comment #15 Monday, March 03, 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.
Comment #16 Monday, March 03, 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 #17 Monday, March 03, 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.
Comment #18 Tuesday, March 04, 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.
Comment #19 Thursday, March 06, 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.
Comment #20 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.

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