Yeah, I'm back, not dead (well, mostly) and I'll try to get this working with the newest patch asap and then get some tech trees and stuff in so I can call it finished. Or somewhat finished. However, I WILL NOT BE DOING NIDS unless a few prereqs are filled: 1) Everything else is done 2) Somebody is paying for the alcohol to drown the pain of having to do it. Most of the draws of the nids won't be doable easily or at all, and I'll hate myself for not being able to do any sembla
xthetenth
[quote]First is there a possibility to maybe in the txt or something program the map which planet skins it will use on specific planets?[/quote] Other than custom planet types, not that I know of. [quote]Secondly I have seen some talking back in the forum but Im asking to be sure. Is there any possibility for the following worlds (in priorty order) to get into the mod in the future? Craft Worlds, Daemon Worlds, Shrine Worlds, Xeno Worlds, Pleasure Worlds, Penal Colonies ,Feral
[quote]Wow hadnt thought about that you could do that, lol probably since I cant do it myself but I easily get the fact that its possible. Anyway sounds fantastic and thats great info because then I will try to make the map as easy as possible to make somewhat balanced even if you cut parts out. For example instead of putting too much of one races realms in a single segmentum.[/quote] I'm pretty sure the files in text are just lists of planets and links. It wouldn't be fun, per se, bu
No, there is no version designed to work with diplomacy, firstly because I only really have time to work with one version and secondly because I simply don't have the time to keep up with a beta update schedule. [quote]Also I could perhaps realease some experimental Apha versions in advance when made compatible with the mod. After all it would be a pain to have made the entire galaxy and then test it just to see a giant fault in its design...[/quote] If I rememb
[quote]First, how would you like a map where I have the entire galaxy made with every single sector, system and world plus extra ever known in one literall galaxy file? I worked hard for a few mounths with what time I have and is pretty much done with northern Segmentum Solar as well as nearly the entirety of Segmentum Obscurus. I have even checked through all 1st edition books to be able to include things like known daemon worlds within the Eye of Terror as well as The Maelstrom.[/quote]
That's very odd, I just checked them, and for me they go to the proper destinations, (BFG 1.30.7z/zip). Maybe your cache isn't cleared or something, anyway, these are the links. http://www.filefront.com/15379445/BFG-1.30.7z/ http://www.filefront.com/15374477/BFG-1.30.zip/ TBH, I thought I deleted the old versions. Very very odd. That and the fact that the new versions have been getting dl's lead me to believe this is some oddness with your computer. Hope
Newest version's up, should be working fine. Next up is tech tree work and getting more models. Edit: don't use the 7zip link yet, filefront managed to screw it up somehow.
Well, I've got the mod running fine, that's the good news. Problem is that either I'm a sucktastic qa department or the utility isn't perfect, cause some wierdness got into the files. Ships decided they could fire at fighters and the turrets turned off. Those problems are fixed, but I'm going to be putting some more time into making sure everything's right before I release the updated version and get to work on some stuff I want to do (research and the like) and see how quickly inert can make
Ahh, okay, I kinda read that post from a get everything working perspective rather than a get everything working right one, since I don't think we've had a release yet that didn't throw a few errors. It's good to know exactly which files are throwing errors though. I may fix that soon, it really depends on whether the excess emitters actually work. Right now, I've got it updated and tested every single ship for proper behavior ingame, next up I guess is testing
Okay, I'm back and am going to try to stay that way for a good long while. First priority is getting the mod working with the latest version of sins. Then I'll start sending cookies over to inert in return for models and see how much work I can get done before my classes turn nasty. The updated version should be out within the week. I'll see how much testing I can get done on it, but all I can guarantee is trying it on my desktop and laptop, which are unfortunately both nvidia cards,
Yeah, that's it. We ran out of money to buy our modeller cookies, so we haven't been getting many new models done. That and school has been a nigh-interminable miasma of suck for all of us.
Suboran, if you're using the latest version of entrenchment, you'll need to hand-update it with harpo's tool because I'm rather busy with school. I should update it myself over thanksgiving break, but until then, try the tool. ...Bloody school. Should've updated it a month ago. Also real good to hear it works with the update tool, that makes me feel a bit less awful for not being able to keep the mod up to date myself. Glad to hear you like it, an
[quote]for the space marines, may i suggest that at some higher Tier, they use battle Barges to take planets? i mean they can fit 5 companys of marines and are built for planetary bombardment so, they could bombard the planet Thus weakening defences, then invade with the companys of Marines onboard. this would also be good for variation, Navy has Titan, Space Mariens have battle Barges.[/quote] Of course the marines will be able to land troops from their combat ships, seeing as their
Stupid bloody college is taking all my time. Anyway: [quote]- In addition to the invasion and capture abilities for the troopship, give it a garrison/reinforcement ability that targets friendly planets and increases planet health. Makes sense that you want to send your own troops to stop your planet from being overrun[/quote] Definitely will add, in case you need to fill a planet quickly. Although it'll be off by default, don't want your conquest cut short by reinforcement.</p
[quote]So just to clarify exterminatus will not be represented in any way? Also will there be a space marine battle barge, and if so will it be in the imperial Navy or space marines?[/quote] no exterminatus for a long while, and many forms would need some serious scripting ability that just isn't there. Space marines will be their own race unless something changes. [quote]Instead, the Imperial Navy should be able to get access to these ships through the research tree to repres
I kinda don't think so, seeing as they're relying on invasion for most of their planetary conquest, and not even 40k weapons tend to have effects visible from orbit. I might see about making a few custom comm chatter type sound effects, but considering our lack of voice talent and the difficulty of doing that kind of thing right it's rather unlikely. But yeah, even 40k races would think twice about using their cruisers' guns for suppressive fire except against certain targets. Short version i
I trust nert's gotten in touch with you? If not I'll have to pester him some more. I will see if I can check Starshatter out and help you some, but it's gonna have to be mostly your work even if I ghostcode some.
[quote]Please let me know if you're interested.[/quote] Sure, that'd be cool, I'll have to pester nert for the models. Just be warned that between this, school and an RPG I'm making I won't have much time to help. [quote]xthetenth- when I noted the long-range barrage comment, I wasn't necessarily meaning BFG, so much as ACTUAL space warfare.[/quote] Well that is definitely true unless materials science makes some serious leaps in comparison to weapons technology.
Again, sorry for the slow response, I'm trying to juggle school and a crippling Hearts of Iron 3 addiction. When you draw an accurate APP-6A diagram for a 4000 man battle in muslim history, it's gotten pretty bad (Well, pretty accurate, there isn't a proper representation for archers). [e digicons]:P[/e] [quote]Also, another mod by ManSh00ter that I think would go good with BFG is his 'Volumetric Damage&Explosions Effects Mod'.[/quote] I'll definitely look into that, that
Sorry for the delay. Anyway, thanks for the feedback. I'm really having a hard time trying to figure out how to make battles last longer without slowing ships down, because if battles are made longer, then long-ranged ships which rely on being able to weaken the enemy before it closes. If I increase ranges/slow ships down considerably, then the strategic elements become very very slow, which is also a problem. [quote] Another thing is ive been finding the ramalisse (sp?) to go down ve
That is very odd. Does it happen with any other mods? I may have to ask you to run it with the dev exe or showerrors on if you're willing to put up with it.
[quote who="aitoruco" reply="595" id="2356664"]Hello, i`ve a little problem, so few than when i active the mod and start to play, i cant see any unit except planets..i´ve the last version who i`ve found (6) do you know what cuold be the problem?[/quote] Hmm, that makes little to no sense unless a patch did something to bork the mod or something very odd's going on. I'll get back on it in a little bit then, are you using entrenchment v1.03? If so: Are you su
yep, that's what I wanted to know, I wanted to know if the file name was the language's name in english or not. Thanks.
[quote]Thanks for the fast help. You made really good work with this mod![/quote] Welcome, shame I'm distracted or I would've gotten to it the day you posted. Out of idle curiosity, what was the string file named?
[quote]So there is no version of this for regular sins?[/quote] No, sorry, need entrenchment for the starbase derivatives. [quote]Now I know what went wrong. I have the english version of Sins but the german of Entrenchment. Can I change the gamelanguage in any way?[/quote] Oh dear. If you check out C:/Program Files/Stardock Games/Sins of a Solar Empire/Entrenchment/String, it should have German.string in it. If it's Deutsch.string or somethin