Agent_Of_Zion

Agent_Of_Zion

Joined Member # 2408493
1 Posts 3 Replies 209 Reputation

Im running the latest version of both SINS and Entrenchment, but whenever I go into the options screen it crashes and saves a mini-dump. It will also do this if I attempt to start a new game. It will go to the loading screen then dump and quit. I have Vista Ultimate 64Bit SP1, Dual 9800 GTMs, 4GB of RAM. I have been able to run SINS and Entrenchment before, just haven't tried for a while. I have tried uninstalling, reinstalling, turning SLI on/off, manua

2 Replies 1,180 Views

As for the Ai's making intelligent decisions.... i honestly dont have a system to make that happen. Im sorry. Imagiro: I mercs would be a whole new game strategy. You could play an arms dealer without giving your ships up for forever, and you could rent a defense force for 5 - 10 turns while you replenish your forces without going bankrupt. The problem with buying a ship is that you (sometimes) pay for it long after its gone, obso

16 Replies 9,673 Views

You couldn't directly get them back, they are after all under the control of the other empire. When the other empire dismisses them or war breaks out, your mercenaries auto pilot to the nearest military starbase or planet with a starport. While enroute they ARE vulnerable to attack. As for declaring war to get your mercs back, thats part of the gamble. If the Yor decide to buy mercs exclusively from me, and my mercs make up a sign

16 Replies 9,673 Views

My proposal would be zero maitenence per turn, you purchase the mercs as a fleet and the fleet can not be split up or joined with your native ships. Obviously the more powerful the fleet, the more money they cost. They would sport your own colors, but could be distinguishable as mercenary with a high espionage status... As for who they would come from, any empire. You build a fleet. You click on the fleet and you push the "Convert

16 Replies 9,673 Views

I don't know how hard it would be to code this, but how about having mercenary units available for hire? Pay them a base per turn fee, and increase the fee if the unit becomes damaged. Increase ALL mercenary fees if a merc dies. If you can't pay them hard cash, (if your treasury would go into the red at the begining of your next turn) you have to select mercs to dismiss. As an additional feature have the pri

16 Replies 9,673 Views