yes you must delete the file PlayerDominion for the mod to work, dunno why thats there.
darkshimmer
working on it! i was able to replicate the issue
To all of you getting the mini dumps..... sorry stress should have removed the file PlayerDominion.entity please do so!
watch this space really close sometime between now and later an update is coming..... Klingons vs Feds vs Romulans 0.03a3 Looking for the the following answers: 1. Are the battles longer? 2. Are there still too many torps? 3. do you like the sovy with or without the pulse torp? 4. do you like the new prices? 5. Have you tried to take out the Pirate Base? Enter at your own risk! Please only post your first thought on here
[quote]Oh, as I said earlier, she's pretty much too cool a ship not to use. I just think it's sad to see her get the crap kicked out of her by a D-7 (or even a D-4). If anything, she should be a notch above the Miranda in firepower and durability.[/quote] do i have to break out the numbers or we going to drop this already? and the olympic. everyone's stated there opinion already now lets to playing and modding and just chill that goes for everyone!
[quote who="Big_Jible" reply="10" id="2002716"]Can you give us a hint as to when 0.03b comes out? PLEASE!!!!! [/quote] dunno still waiting on more reports to come in from the Fed Spy network [e digicons]:ninja:[/e]
[quote]Well downloaded and tried it an EXCELLENT MOD really enjoying it. The only main thing is my poor capital ships die pretty fast [/quote] this is already being addressed for the next release
all very good ideas guys, but you should post these in the main SoA thread instead, mostly use this for bug tracking and feedback. I know some of these qualify for both. Great feedback and ideas[e digicons]:digichet:[/e]
[quote who="FleetCommandCC" reply="25" id="2001834"] Quoting darkshimmer, reply 24 that one slipped by, it will be corrected in next patch! Great niceone General Mod Question. When you've converted a .txt file into a .entity file can it be coverted back to a .txt file? I'm only asking because I've tried a few way and it doesn't work. [/quote] we didn't convert any entity files to txt, you just tell windows to open
[quote who="FleetCommandCC" reply="23" id="2001813"] Quoting RAmenamen, reply 11 Okay, I just finished downloading 0.03a2 and the exelsior still has the original voice from the advent lady (who scares the crap out of me). Is anyone else having that problem? Yep I'm getting the same too. [/quote] that one slipped by, it will be corrected in next patch!
[quote who="ProgressBar" reply="5" id="2001445"]Still, from a programming perspective it seems ludicrous to link weapon damage to the null points on a mesh. They should only be used for effects. [/quote] has nothing to do with programming really, has everything to do with game design. The nulls in the mesh files split up the damage in the entity files. so if the carrier has 6 weapon nulls and the colony has only 1, your going to do more damage on that one. yo
[quote]I also tryed the klingons first to see what they were like one thing about the bird of preys cloak when the ship cloak's it looks like a water bubble in space have ever tryed to make the ship transparent like see through i think seeing a water bubble in space the other guy is going to notice it >.> floating by a planet.. or are you the only one able to see it?[/quote] we are still working on this, i've actually found a few different ways of doing it other t
the reason why this happens is becuase the null points for the weapon slots are on the mesh itself. The enity file only tells it what weapons to use, damage, etc.
His Favorite
[quote who="FleetCommandCC" reply="23" id="1999701"]Hey Major Stress Is it ok for me to modify some things in the GameInfo folder of your mod, I'm only because you said in your Readme file. ( Please do not modity any of the mod files without asking first. ) [/quote] if you feel that it will enhance an aspect of the mod that we can all enjoy, then go ahead. If not i would leave things alone. Please note that changing anything in the Gameinfo fo
[quote who="You-Cheng Hsieh" reply="7" id="1998308"]Hello, The Fek'lhr Class in your mod is a port of SFC3 model by Taldren Inc. And those textures are made by me. Please correct your credits on the readme and the dds texture. I would like to know why do you think it's made by "Cleeve aka C2Xtreme". Cleeve and C2Xtreme are two different person. As far as I know, Cleeve has quit game modding long time ago before I made those retextures and he
[quote]Well I dunno about the volume of naysayers you're getting Shimmer, but I think you did a heck of a job. I actually have a college degree in video game design, so I know what it takes to do proper balance, the work, the math, the testing, the refining of your figures, and I certainly don't envy you the job. Too many games get lazy and just make one side, draw different art for it and call it a second side. This mod didn't do that, it has sides that are actually different, and that makes
i spend the better part of the day today working out alot of issues. I am happy to say at least that in a 4 hour game i didn't get 1 bug report in developer mode, or a single pirate crash in a FFA 10 man slugfest. I used the rommies as my test bed and now that you mention it there could be a few less torps flying around. I'll make another adjustment. The new look and feel of the rommies firing there disruptors and more fluid movements are definately getting better. Once all the changes are fi
[quote who="Mavirikk" reply="19" id="1995559"] First, I want to say how great the mod is and how grateful my friends and I are for you and others taking the time to put this together. I realize it required a great deal of time and effort. It shows. We have spent many hours playing this mod and have more fun with this than vanilla sins. And some of my friends don't even like Star Trek. Thank you. Here are my (and my friends') two cents: We like the battles being
Ok the mod is coming down for now until i get this files updated, hopefully i'll get them all done by tomorrow. We did fix the pirate errors that were causing some people to crash with pirates enabled. we're working on this as quickly as we can.
Ok the mod is coming down for now until i get this files updated, hopefully i'll get them all done by tomorrow. We did fix the pirate errors that were causing some people to crash with pirates enabled. we're working on this as quickly as we can.
[quote who="yoadjla" reply="16" id="1995359"]OK! You definetly need to rebalance the weapons. Any ship is destroyed in seconds even caps. I suggest you either downsize the weapons or add MUCH more hull and shield points. [/quote] i believe i figured out the problem, somehow the stagger values got messed up and shadowed the old burst values, this was repeating the volley without first finishing the prev
Stress i've looked over the file and i'm not sure what you changed but i did change the overall points allowed for the pirate fleet, we just need to do more testing.
there will be a hotfix being released soon to address the dump that is happening late in the game with pirates activated, Somehow two of the files did not update properly.