xXAequitasXx

xXAequitasXx

Joined Member # 2382696
1 Posts 184 Replies 17,325 Reputation

[quote]Uzii wrote ... Edit: Oh, and I'll be updating 1.2 to use the newly released Data files that IC has jst generously given us. ETA, about an hour.Will this help ? Wish I could play your mod. cant wait until its compatible[/quote] Where? I'll take a look ASAP if I could find the files... [quote]@Aequitas:Could you cut/paste your first post content into second post, coz It's rather painful to scroll downt through it every time I want to check for new posts (IC/SD, I love you

261 Replies 358,844 Views

Yar, please just search for my mod and post there, keeps the thread number down. Until I can get my hands on 1.03's text versions of the binary files, I can't update The Mars Effect to work with it. 1.5 works fine with Sins 1.02 with the fix on page 5 of my release thread, but like I said, can't do anything yet for 1.03.

9 Replies 8,227 Views

Yar, so Sins 1.whatever will be on hold until either: IC/Stardock releases the 1.03 version text files -or- They release a bin-to-text converter for their files. Right now, I can't do anything :( On the plus side, a couple of the changes that TME made are now incorporated into the 1.03 patch, so it's not as horrible as it could be.

261 Replies 358,844 Views

@ Uzii: Thought it would be that, just wasn't sure going off of the stats provided (and I haven't had a chance to take it apart yet). Very nice.

1,334 Replies 3,497,147 Views

@ Flexomatic: We'll see how much time Spring Break + Senior Thesis + Other Senior Thesis (double major ftw?) leaves me with, but I'd like to get a working version out, since I quite enjoyed my time with TME 1.6 (yes, I play a higher version than y'all, I treat myself. Suffice it to say, I had TME + Sins Plus 1.1a + Bailknight's Graphic Mod 1.0 all working quite wonderfully on my comp ^.^ That's still the rough aim for my next release if everything works out OK, I haven't had a chance to look a

261 Replies 358,844 Views

Yay Uzii. Also just came back to find the 1.03 patch actually duplicates a couple of things already done with TME, so hurray for getting rid of files I don't need to change! Question for you Uzii, what exactly is the point of the Paradise class world? Just based on the stats on screen, it seems to be mostly inferior to the other additions.

1,334 Replies 3,497,147 Views

@ Lurkz: no, 1.5 should remain untouched. @ geekoo: couple of things to try if you are 100% sure you followed the directions to the letter on how to install this mod. If you are crashing when you are trying to enable this mod (you click "enable mod", the game freezes, and you crash and get a minidump)--then you did NOT install the mod correctly. If you CTD within a couple of minutes, then: 1.) Enable the mod. 2.) Click the "load this mod on starting Sins" box 3.) Rest

261 Replies 358,844 Views

If you are looking to for interested modders to incorporate your .entity changes, could you please release text versions of your .entity files, because as is, I don't believe there is a way to view the bin versions of your files. As is, if I were to simply copy your changed .entity files over mine, my balance changes would be overwritten. However, if I have access to what exact changes you made to the .entity files, then I can merge them with my own.

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[quote]Are these same planets in the mars effect mod? , nice mod btw[/quote] Not yet. Believe you me, I'm jumping around in circles waiting for 1.2 too ;)

1,334 Replies 3,497,147 Views

@ Archpsi: This would be odd, considering that's not how the other files behave (for instance the player.entity files, you can append your changes to the bottom of each section and have them show up ingame).

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@ Astraos: I'll consider it, but consider that phase gates are extremely powerful just by themselves on a larger map as it gives the Vasari a significant tactical advantage, especially considering the boosted base defenses. @ mr.WHO: That should be easy enough to include yourself, as it should really only be a mesh file I believe. @ Lurkz: The checksum thing is very finicky, best I can suggest is to make sure you downloaded from the same sites, extracted with the same utilities

261 Replies 358,844 Views

[quote]jesus christ I don't know why my points aren't getting through. I'm not interested, in any way, in playing mods online. no interest.I was simply saying, for single player, it would be nice to enable a graphics-mod only. that way, when I play vanilla sins online - without any type of mod - I'm not going to be playing with units with different attributes from what I would normally play offline (because offline I'd be using the graphics mod, and the graphics mod also changes unit attribut

770 Replies 2,169,148 Views

[quote]IF YOU WANT PLAY WITH MOD ONLINE YOU AND YOUR OPPONENTS MUST HAVE EXACT SAME MOD ACTIVATED. This is a absolute rule. Even changing single particle file will cause version mismatch i swear.Calm the hell down. I know exactly how it works. I was referring to OFFLINE play. I said it's too bad that you just don't want to make it a graphics upgrade. It's too bad you want to change units around. The reason why this is bad is because when I go online, these changes will not be present, sinc

770 Replies 2,169,148 Views

@Exo: Ok, one problem down...no clue why messing the the raid time screws with things, but hey, if it fixed one problem, I'll sacrifice it from my mod. Blah :( @Stenchorz: Start a new game, have no clue what would happen if you tried to load a game save that didn't have this mod enabled. If it consistently crashes when mousing over infocards, that either is a save thing or the mod was not installed correctly. Thanks for the compliments!

261 Replies 358,844 Views

*sigh* @Exo and @ JameHughlel: did you try using the file I uploaded in the previous page? It changes all pirate stuff back to stock other than max pirate strength. If the CTD is pirate related, that should fix it. @ Nightboy42: The download is 28mb to save on space. Follow the readme's installation instructions and you'll see why the total size of this mod, completely installed, is over 1GB. @ Victin: well, on the plus side, overall performance should be better on

261 Replies 358,844 Views

[quote]Yeah, I'm doing that with the ST mod too. But here's a pickle for your consideration Infocard states, weapon names, "Good against: " messages, etc are in the strings file also. In our ST mod, for example, it wouldn't make sense for torpedoes to show up as "Missile damage: " in the info card, so we'd have to change it in the strings file to say "Torpedo damage: ". Or Cloaking to show up as "Phased Out". Now, just changing the value but not the id would still leave a functional mod when mer

16 Replies 10,343 Views

Marko, not to drag this completely off-topic, but your oil example holds with Uzii's line of reasoning. The battles are fought over it because there simply isn't enough of it, to put it at an absurdly over-simplified level.

1,334 Replies 3,497,147 Views

I'm assuming x86 OS for both you you? What I believe is happening is that people are running out of addressable memory, a problem with x86 (32bit) OS. Would also explain why I haven't come across anything, as I'm using Vista x64 with 4GB memory. I unfortunately have no way of interpreting minidumps. [HR] Also, if anyone has any feedback, here's my current plan for my point defense (anti-fighter) turrets: Order: (WD)/(WCD)/(AD)/(AR)/(ACD)/(AC)/(O

261 Replies 358,844 Views