1. Yes, 2 copies 2. Yes, 2 copies 3. 100% Enctrenchment 4. When I do play it, it'll be on a streak of 3-4 days, 8+ hours each time. (I can go a few weeks without playing it... it's very draining) 5. N/A 6. N/A 7. No 8. N/A 9. N/A 10. Yes, Enctrehcment 11. N/A 12. N/A 13. Yes, I hope it adds more content than just 'diplomatic' stuff though. 14. No.
VirtualDementia
I'm guessing he kept hitting the reply button because his internet was lagging or something..
I have a problem like this too but on a much larger scale. I've had my entire fleet warp out from a system randomly. To make sure it wasn't a mistake on my part, I built dozens of ships and set the game to high speed and just observed the game. After about 10-15 minutes, 1/2 of my fleet phase jumped to another system for no reason. Then the fleet that originally phased jumped ended up jumping again elsewhere. I've heard of this happening to other people too. I'll try
As much as I get tired of seeing world war 2 style games in the market... This mod looks damn cool. It doesn't look silly at all. Can't wait! Instead of just using ships and planes, I wonder if tanks could be used somehow? A flying sherman tank cobalt frigate, hmm yes...
I would also suggest trying to go as fast as you can in conquering(of course easier said than done). No time to turtle up and wait. After a few hours all of the AI's will have maxed out their fleet capacity and you will be HIGHLY outnumbered no matter what you build. Strike early. If you would rather turtle. Find a map with a good choke point. Clog that point up and stop the enemy from traveling into your empire. Then build 10+ novaliths on the systems further back and set them all
I thought the temporary fix for this was editing the file in notepad? Find the created map in windows explorer, it should be a .galaxy file. Open notepad.exe, and drag the user created .galaxy file into notepad. Near the top it should say VersionNumber. Make sure this is set to 1. Save the file and run the map.
What file formats can Fireworks Import and Export? Fireworks imports: AI BMP Fireworks PNG FreeHand FH7-11 GIF Illustrator 8 JPEG JPEG 2000* MacPaint* Photoshop PSD PICT (Macintosh only) PNG QuickTime Image* SGI* TGA TIFF Fireworks exports: BMP 8, 24 bit CSS layers GIF and animated GIF HTML Illustrator 7 (.ai) JPEG Macromedia Flash (.swf) Photoshop PSD (.psd) <
Sorry it looks like I missed a file. Unit_Infocard.tga is another image file with those little icons you're looking for. They seem to be a slightly smaller version. *digs around a little more to make sure there isn't any more...* :)
You're actually going to end up editing up to 6 different image files depending on what you're trying to accomplish. On your system, go ahead and navigate to C:\Program Files\Stardock Games\Sins of a Solar Empire\Textures (or where you installed the game). In that folder you will find many TGA and DDS files. You're looking for: [B]Unit_Hud_Pressed.tga Unit_Hud_Normal.tga Unit_Hud_Disabled.tga Unit_Hud_CursorOver.tga Unit_Picture.tga Unit_Main.tga[/B
I wonder if you have any additional files in your gameinfo, mesh, particle folders in the main stardock folder "C:\Program Files\Stardock Games\Sins of a Solar Empire" that is allowing the mod to work for you? We all have the same mod, so perhaps, as you mentioned, there is some difference with the main data. Here are the stats of my folders in 'C:\Program Files\Stardock Games\Sins of a Solar Empire' AppData - 25 Files (Size: 597KB/ Size on Disk: 636KB)<
[quote]I have no Idea guys whats causing the problem cause I dont have this problem. I need more info on exactly. Like each step, and dont copy and paste 2.0 in 1.5 folder.I wish I could bring in a fix but I cant recreate this problem for 2.0.[/quote] Just curious, I have you tried downloading the hosted file and installing the mod seperately, instead of using your original source files (if you have been)? ----- [B]EDIT EDIT EDIT[/B] Alright, I have debug on.
Getting a Minidump as well. Game version 1.04 And yes, I know how to install and activate mods.. =)
Is it possible to design a map with an AI player stuck on an unconnected planet? I would test it but i'm not at home at the moment.
I'm not sure if anyone ever played Earth 2150/The Moon Project. I was taking my idea of cloaking from that game. Basically one race could cloak, either by having a special module on the individual units, or having structures in their base which allowed for it. Of course appropriate research must take place first. The effect would be a radius type effect (so it applies the cloak to itself/around it within a certain range) Earth 2150 was a ground based RTS and not so open as sins is. Curr
Can you model stuff? I really hope you can model stuff... Please... Get that in game...
I've been trying to make a cloak mod for a few days now. So far I can apply the effect to any ship. There is one problem however. The only two effects I want for the cloaked ship are 'PhaseOut' and 'Invulnerable'. When I have just the bool operator 'PhaseOut' it seems that it applies many other attributes, like inability to go through phase lanes, inability to shoot or move, etc. I haven't been able to separate it yet. I'm fearing it's possibly hard coded? I've edited
What ability are you trying to assign to the new ship? It looks like you're trying to add the colonize ability to another ship? If so you'll have to edit the .entity file that pertains to that ship. Towards the bottom of the colony ship .entity file you'll see: ability:0 "AbilityTechFrigateColonize" ability:1 "AbilityCaptureNeutralEntity" ability:2 "" ability:3 "" That's the colony frigate. If you add those lines to another ship it should activate the a
I would suggest going to this link : https://forums.sinsofasolarempire.com/149767 Download the package Silent Shade has provided. It has a lot of information about modding and the various type of attribute files. Also if you're still confused, don't be afraid to ask specific questions. =)
I hate to add more variables to your problem... but do you think it has anything to do with the 520 watt power supply you're running? Also do you have a program that monitors your GPU temperature?
I'm working on a mod that allows more than just the phase ship to be cloaked. So far I have been successful in porting the cloak ability over to the phase basic assault frigate. But this is where some of the problems come in. Once the frigate cloaks itself, about 10 bool operators kick in. These include: "CannotBeDamaged" "DisableAbilities" <br style="color: rgb(
I'll tend to name my ships following along a theme. Actors: TDN Tom Hanks Brad Pitt Edward Norton etc... or sometimes bathroom items ToiletPaper Plunger Tilefloor Of course the range is huge. Car companies, domain names, you name it. .... I hope someone smiles when they see it =).
EVE Online Mod? https://forums.sinsofasolarempire.com/306306 Why cant we do an Eve mod? https://forums.sinsofasolarempire.com/302104 We're interested. :)
....having a little stage fright? xD I should post some voices (I am by no means a voice actor) just to break the ice.
Try something you're comfortable with. For starters though could we get some lines from the current game? A few.... "Attacking an empire has become more profitable." "What can I do for you?" "Good Day Commander" (strong confident voice) "Our capital ship shields are down!" (angered/concerned voice) "Comm link active" "Secure the passengers! " "If it's out there, I'll find it" EDIT:: Also those are all TEC voice
This isn't a solution, but if you get it fixed would you mind uploading the map?? =). Or atleast take a screenshot of it. I loved freelancer as well xD. EDIT:: If everything is flipped, could you design the map backwards and then it'll work? =)