Homeworld 2 did have a Battlefleet Gothic mod in production a long time ago, but Games Workshop killed it*. I'm really rather impressed that you guys managed to get permission, GW has a long history of squashing mod projects based on their games. Maybe they've changed their minds? I heard that this mod had been killed by college, can you confirm that it's still alive? * I say that, but I can't find any evidence right now, they definitely have killed plenty of other pro
DrazharLn
I think the thread is only active periodically, specifically after a new update, you've hit it at a time where ManShooter is back in the dungeon, working. Next time he provides some pretty visuals or new info I'm sure the thread shall twitch back to life as it has done quite a few times in the last year. Perfection takes time, y'know?
Guess it's just me and Sunny for tomorrow, then
[quote who="Annatar11" reply="11" id="2368071"] Except you can't exclude modders. An engine needs to be stable regardless of whether it's running modded content or not. Sins has always clashed with the 2gb-per-process addressing limit, and the hardcodes set the boundries to make sure the essential components of the game always have enough memory, whether it's vanilla or a mod. [/quote] Thanks for the answer, I'm still not convinced that hardcoded limits are the best wa
All of these work with filepaths for me, in both windows explorer and when making installers. %appdata% gets me C:\Documents and Settings\[username]\Application Data on my XP Home PC Using "%appdata%\Ironclad Games\Sins of a Solar Empire\" just gives me an error.
You can actually use "%USERPROFILE%\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge" as the directory to unzip to (this definitely works in XP, probably not in Vista). That directory address will take you to the right folder regardless of username or drive letter.
I'm puzzled by limits like this in games. Why do they get hardcoded? Why are they present at all? Excluding modders, don't the developers have control over the content? If so, why do they need to include limits to the number of research tiers? Why not simply let the engine use all the research tiers it's given. You get the same effect, 8 research tiers, but now you can increase that if necessary by simply adding some tier 9 research and the engine accommodates that. I've only
There is " Resurrecting Steel Command " on the Multiplayer Organizer forum , but you might be interested in this . A training school for new Sins players. I'm not exactly new but it'll be an opportunity to play a few games and learn some more of how to play against humans. If that's not your idea of fun, then ad
There's always the community balance mod Raging Amish has put together. I think that works well. If everyone can agree to stop bitching about balance then we might get more players online. On the other hand, I like the small community in Dystopia (another game I play regularly), there are less than 500 regular players, or so I reckon and I only see the ones who visit the European servers). I keep bumping into players I know and enjoy playing with and I like to think that others rememb
I think this is a great idea. I have a decent knowledge of counters (or so I believe), but my micro skills are extremely poor and I've only played two games against humans. Besides, anyone can benefit from direct critique like this. Consider me in. EDIT to address Qu4r: Who says the environment will be harmless? The "tutors" could suggest tactics to the participants or demonstrate those tactics. Also, has it occurred to you that people do not find being owned particularly appe
Thanks for the fix, VarekRaith. Thanks for editing your post, RA. I guess I didn't see any minidumps because I only played an Advent vs TEC game to test. Thanks again for the mod, hopefully IC will take your ideas and turn them into an official patch.
A matchmaking system might be a good idea, there's always the chance that stardock will add this in their new version of impulse. They did hint at such a feature.
Woops, I left my username in the filepath for copying the mod into. Sorry to bother you (yet again), but could you edit that bit out? Thanks
Thanks for taking note of some of my ramblings. The new link works perfectly, and installation could only be easier if you made the download a self extracting archive. I've just been fiddling with that, actually. I can make a working XP SFX (Self Extracting Archive), but getting the extractor to work on both XP and Vista (i.e. put the mod in the write place for either operating system) would probably require either coding something myself or using a more intelligent tool.
I wasn't logged in when I uploaded it. Huh, I didn't realize he was gone, but I didn't read any of the thread, so that's hardly surprising.
It's alright, sorry I couldn't help you. I just hope Bailknight doesn't take offence to me uploading a version of his mod. I'd take it off fileplanet now you're done with it, but I don't have the option to.
I don't know whether it would. I don't mod Sins and I don't know how Sins handles mod files. If it loads them all into memory when you enable the mod, that could cause you to run out of RAM space. That said, my PC only has 2gb of RAM and Sins runs fine. On the other hand, my RAM runs at an overclocked 1100 MHz. Ok, I'll upload my version. To make it work, extract all files to <span style="font-size: small; font-family: courier ne
[quote]Amish can back his shit up. all sire can do is wallow in it.[/quote] That's a great line. I'm stealing that for sure
[quote who="Bram_Turismo" reply="711" id="2358666"]Yeah, updating Entrenchment might be the best thing to do. I'm currently running version 1.1 and every mod seems to be for either v1.2 or v1.3 so I guess I need to update [/quote] Bram, you are not running v1.1 of Entrenchment, because there is no Entrenchment v1.1. If the mod is talking about v1.1 then it is talking about Vanilla SoaSE, not entrenchment. The latest patch for entrenchment is v1.03, install impulse and get that
[quote who="Raging Amish" reply="67" id="2358870"]That first link doesn't have any of the adjustments in orange.[/quote] The second link doesn't work I sympathise entirely with you not having time to work on the mod. I had to stop a project I was involved in recently due to my 6th Form work
I dearly hope that the three balance mods in development do get merged. That or one emerges dominant and the other two die, or IC make one an official patch. Otherwise we'll fracture the community even more. I'm going to get my friends to install this, we'll do some playtesting for you. On a more technical note, have you considered setting up a subversion (SVN) service for the mod? That way everyone could be sure they have the latest files. EDIT:
Thanks for the walkthrough EadTaes, that's everything I need to know. The bit about Harpo's Mod Updater is that the currently downloadable version of this mod is for Entrenchment version 1.02. So I used the mod updater to automatically change the files in the mod to make them compatible with Entrenchment v1.03. I was just pointing out the tool for Bailknight in case he (she?) hasn't seen it. @Bram_Turismo Check what version of Entrenchment you ha
Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me. Warning. Your post did not go through extensive proof reading. Anyway, if I just dump all your graphics into the game's default folders, will it allow me to play with people who use the vanilla game files? If I install the mod as you say
I know I'm late to the party on this one, but are you and Raging Amish still playing together? Myself and a friend enjoy playing large, long games a lot, maybe we could join you? I'm a fairly decent advent player (or so I like to think), but I'm not brilliant. My friend is less good, but he's getting better all the time (he plays mainly TEC, sometimes vasari).
I'll take your word for it, I haven't played enough online for this sort of thing to happen to me.