[quote who="schmutzmeister" reply="15" id="3492191"] Is there a chance for you to release a Mini-Mod that would only contain the disable all mines part? I would really love that, I hate mines in long games. The AI Spams them like crazy, especially TEC. [/quote] If you still need the no mines version, it can be found here: - No Mines Downloadlink ~66kb Anything connected with mines
Cerinier
[quote who="Sinkillr" reply="11" id="3486828"] and doesn't even play multiplayer. Try again. [/quote] If all of the competitive multiplayer guys run around badmouthing other people I am absolutly happy with my small list of (hope I remeber right) AI stomper friends. They may not slap other players around but at least they know how to behave. And just to clarify, there was no word lost about competitve multiplayer in this mod,<
#############15.08.2014########################## - Project renamed to "Mad is Bad" - - Reason for the name can be found here - Factions renamed - TEC Loyalis
Thanks, you saved my day (or morning is 4am here actually) I absolutly forgot this ability. Good to know that there are always helpful people here [e digicons]:)[/e] Seems like there is work to be done *g*
Good evening. Actually I use Frigates as fake buildings, but they can be boarded, cloned or captured by advent abilities. And after playing around with abilities I couldn't find a solution. So the question is, is there any way to spawn buildings by an ability? Or anyone has another idea how to get buildings* placed there after colonization? (* This are unique buildings which aren't buildable through construction) </p
#############21.07.2014########################## - Skarovas Enforcer - "Disharmonic Oscillation" Ability added - "Weaponplattform" Ability removed - "Disharmonic Oscillation": - passive skill that deals additional 1.5 damage on enemy ships hit by wave-weapons &n
#############15.11.2013########################## - Planets - Ferrus Worlds - Min. Asteroids increased from 3 to 4 - Pirate Base - Improved Shieldgenerator from 50 to 95% absorb (Anti Novalith) - Planet Bonus "Ancient Mine Factory" - inceased Number of Mines removed &
Even if no one cares, just ready for the new patch + dlc. #############09.11.2013########################## - Now compatible with 1.8 - Planets - Ferrus Worlds - Max. Asteroids reduced from 6 to 5 - Rebellion Spawn (from TEC Research) - Level I - Strength increased from 20 - 25 to 25 - 30 - Cobalt Light Frigate replaced with Cielo Co
############Changes form 07.07.2013########################## - Now compatible with 1.52 - wrong placed research-artifact file removed - Vasari - Bombers - Hitpoints reduced to 125 ######################################################### [quote who="XATHOS" reply="5" id="3370195"] LOL. Your English is impeccable, as always.[/quote] Someon
############Changes form 12.06.2013########################## - Planets - Pirate Base - Mines removed - TEC Shieldgenerator added to reduce Novalith damage - Advent General - Deliverance Engine - Far Sight added - Far Sight &nbs
[quote who="XATHOS" reply="1" id="3368721"] Do what now?[/quote] There is a small overview and a whole list of changes in the first post so I do not get the question. But since I have some time actually the main things again: - Titans needs more labs to unlock to decrease their impact on the battlefield, because there is more time to equip a fleet to react - Mines and stuff belonging gets removed to increase game perf
Mad is Bad Mod - for Sins Rebellion v1.82 (and both DLCs) Version: 1.82 (15.08.2014) Yes, the name of the mod isn't very brilliant but I couldn't resist. What happens when the Mad (Vasari) get bad, you can see here To answer the most common quest