Silveressa

Silveressa

Joined Member # 2576278
24 Posts 185 Replies 635 Reputation

These are the Sins Entrenchment 0.9 beta game info files converted from binary to text for use in making mods (messing with a concept for better game balance etc..) Obviously you need to have the Entrenchment expansion installed for any mods made with these files to work.

3 Replies 4,866 Views

The only stuff I put in the C: folder was the convert.exe and .dll file (both taken from the sins install folder NOT the forge tools folder) I used the default sins install fodler as location and a fodler on desttop for destination. I think if you have location & destination as the same it gives an error? Really though don't worry about it, here's a link to the .9 beta GameInfo folder convertted to text http://files.filefront.c

31 Replies 103,741 Views

We also need to base our feedback off of the map type as well. A small map will see way less mines then a huge one, and concurrently have less mine clearing micro/less game processing slowdown etc...

37 Replies 106,679 Views

I'm running into this same problem, however I have my sins gam einstalled in my second hard drive (E:) Perhaps you could change the coding of this tool to allow us to choose where the convert.exe is located? Edit: FIXED! I created a false install fodler of C:\Program Files\Stardock Games\Sins of a Solar Empire on my C drive, dumped the convert.exe and msvcr80.dll file in there and it ran without a problem. Nice work!

31 Replies 103,741 Views

[quote who="Progressbar"] Use the ConvertData.exe in the Sins install folder not the ForgeTools version. And make it easier using this - https://forums.sinsofasolarempire.com/335013 [/quote] This works like a charm with Entrenchment

29 Replies 31,945 Views

Thanks Progress, that worked flawlessly [e digicons]:thumbsup:[/e] For those having trouble converting the data here's a link to download the .9beta Gameinfo files already converted to text. http://files.filefront.com/Entrenchment+gameinforar/;12948789;/fileinfo.html

67 Replies 167,379 Views

[quote who="Agent of Kharma" reply="8" id="2016261"] Heck, starbases get in your way too - why not get rid of them as well? While we are at it, re-nerf the phase jump inhibitor back into oblivion.[/quote] Mainly becuaswe starbases and phase jump inhibitors don;t slow my game down to a crawl/ cause desynch issues/make the game tedious.

14 Replies 6,596 Views

Another soltuion to make mine removal easier is to increase the power of the mines around 10x and limit the amount one ship can deploy to a small number. This way you get a dozen or so mines that give the same over all effect as hundreds, and can be cleared out much faster. (not sure the details behind making this balaned would be easier however.) The problem with making the mines go pop if the deploying ship is destroyed, is the player can simply retreat the dep

37 Replies 106,679 Views

[quote who="Sole Soul" reply="5" id="2016166"] it should be fairly obvious to anyone that a toggle option is simply not going to happen. .[/quote] I don't really see why such an option wouldn't or couldn't be included given it should be a relatively simple matter of coding to disable the deployment ability, with a click. (similar to complexity in disabling pirates) In games like this the more options players have to mess with when creating the game, themore re

14 Replies 6,596 Views

[quote who="Master Musashi" reply="2" id="2016168"]Luckily my 3ghz Core2 Duo and GeForce8800GTS seem to be able to handle thousands of mines in a game, so I'm not getting the crashes other people are reporting, or at least not nearly as many.[/quote] Sounds similar to my set up, (3800 duo core 8600gts card) but the problem isn't so much with complete crashes as massive slow down from mines on the larger maps. It seems more like the game is trying to take a dump in relief but manages t

42 Replies 158,439 Views

1. All races star bases move Having only one race with a starbase that moves is kinda neat, but it should be balanced by the other 2 races starbases having a longer weapon range to compensate for their fixed position. 2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700% This would go a long way towards justifying the production/use of starbases so i agr

37 Replies 15,760 Views

I'd have to second Cooley, either remove them entirely, weaken their damage down a ton, or at the very least give us the option of turning them off during game setup. (I know I've said it before in other threads but it;s worth reiterating) Currently one of the first mods I plan to make for entrenchment is one that disables mines completely, unless they get fixed/balanced somehow.

14 Replies 6,596 Views

You need to delete the following file from your stardock games\Sins of a Solar Empire\Textures folder to reanable custom portraits: Player_Portrait_Large.dds (remember to back it up first though) I did this a while back and the game still runs/plays the same for me. (except it once again allows custom portraits obviously)

1 Replies 1,759 Views

As I said in another thread, allowing players to turn on/off mine deployment (like we can pirates) when setting up a game is a must. In larger longer games the mines make it a tedious chore to advance, and slow the game speed down a lot. (processing speed I mean, not just playing pace) At the very least mines need to be changed so they are easier to clear, and there being a limit cap on the max amount of mines a player can have deployed over all if their systems. (this way you have to

13 Replies 3,022 Views

From what I can tell the biggest problem with mines is the sheer ungodly amount of them the AI uses, especially in later, longer games. A few mines are nice, but the hundreds upon hundreds, make advancing forward in larger games a tedious chore, and seem to bog down the game speed in the latter 1/2-3/4's of larger maps. (and I'm running a dual core processor with specs well above the reccommended) Perhaps adding in an option to "turn off mines" when creating a game would work

42 Replies 158,439 Views

It's pretty nice to have instant (optional) access to the beta when preordering the expansion, since it gives you a good feeling for what your buying, and if it turns out to be "broken" (like all the desynchs in MP) then you can shrug, uninstall it and wait for the final release. (and at only $10 hard to pass up) If more companies offered free beta access to preorder buyers, games would get a lot more play testing and come out a lot more finished instead of the 1/2 finished piles of j

41 Replies 94,889 Views

[quote who="Sir_Noah_Trath" reply="11" id="2014721"] that means i have the regular Sins of a Solar Empire and the Sins - Entrenchment entry in my "My Games" list...)[/quote] I have the same issue with both appearing on impulse. I think however it's mroe to remind the person they purchased both games, since some people who never bothered registering their original sins game can only download the expansion (afaik) *shreugs* either way Entrenchment installed fine for me and

193 Replies 381,316 Views

[quote who="TohKlidan" reply="9" id="2014156"]Where can I get the updated GameInfo files for entrenchment (in text format not binary)? Cause the convertData.exe cant convert the entrenchment enities back into text. Otherwise i dont know how to run my mod with the entrenchment beta cause all files in the forge tools are for sins vanilla. [/quote] I've got the same issue, the sooner those files are made available the better.

67 Replies 167,379 Views

I agree with what red said about keeping the original "absolute victory" as an option since it's a method I thoroughly enjoy. As far as controlling the victory timers in the original proposal, perhaps the timers only start after x minutes of games play (preferably selectable from 20 minutes to 60min) This would help prevent quick easy victories at the start of the game. Another few ideas for victory conditions: -Colonize or spread your culture to X% of the map at one t

9 Replies 45,811 Views

[quote]Sorry for the 3rd post but, i had to add.Using a CD-Key is also one of the oldest Copy Protection methods. It is RM without a D and personally causes more inconvenience (losing it for example) than say, Steam . I'll see how Stardock implement it soon enough though.[/quote] (pardon the double post but the edit button vanished again) The way Stardock does it, they only ask for the key if you want to play MP online using ICO Otherwise you;re free to play the game SP or

143 Replies 124,744 Views

[quote]So I finally had to install Steam. With my new video card I got the Black Box for free. So of course Steam had to be installed. All I can say is that Steam is a huge bag of suck. Just to play a game you have to run this 60 MB+ memory hog? Please. And you have to be on the Internet just to play single player. Worst. System. Ever.Stardock's system is so much better. You just use it to download and install your game and you're done. No need to be connected to the Internet or run t

143 Replies 124,744 Views

Actually look deeper into the site, sometime in 2007 they changed it from "buy" to free, just follow the link on the site provide an e-mail and they mail you a free registration code. As for playing, check in hamachi, it;s widely used for games where the producers have stopped the servers (like tiberium sun and HW 2)

4 Replies 21,687 Views

Due to popular request I've updated my original More hangar space mod from 1.02 to be compatible with the latest patch (1.04) Hope you all enjoy! http://hosted.filefront.com/Silveressa (it's listed as More Hangar space 104.zip in the file listing)

0 Replies 2,173 Views