Beta testers, the feds and klingons have been updated with the first row updates, please evaluate them and report. i'm especially interested in the frigate movement. I did notice they are stopping like they are stuck. i am not noticing this issue with cruisers and caps. Also be on the lookout for debris. D11 was updated and now
darkshimmer
Special thanks to judgex for spotting something we have been missing, your a life saver!
those of you with 1.02 on the mod team your going to be stuck until they release a new developer or convertdata
[quote who="Grottenolm85" reply="24" id="2108838"]Why is this thread marked as fixed? I don't see a soultion. I tryed to adapt my mod to Entrenchment. The game enabled the mod without comment but the only things that changed were string values. None of the numerical values seem to have any effect... [/quote] you need to have all the manifest files in place as well
[quote who="Lord Tareq" reply="3" id="2121908"]Here are the Cardassian speech files (RAR file): http://www.2shared.com/file/5231868/9d96d232/CardassianSound.html The following needs to be added to the SoundDialogue textfile (don't forget to update the count by 12): effect name "Card_GeneralOrder1" fileName "Card_GeneralOrder1.ogg" effect name "Card_GeneralOrder2"<br
[quote who="Lord Tareq" reply="18" id="2120414"]Looking forward to it, buildings look amazing! And I can't wait for fighter movement. I heavily modified SoA myself to be more in line with what I like, and in doing so seperated the Cardassian Union from the Dominion Alliance. To give the Cardassians more ambiance I substracted Cardassian spoken lines from Deep Space 9 and implemented those, so the Cardassian ships now have Cardassian voices (though mainly Gul Dukat's voice, as he is
i got your pm's i will be sending out the instructions tomorrow
Sorry guys i have been away, due to a death in the family i have not been able to work on the mod. Please be patient until i get around to working on the mod again, right now there are more pressing issues. In an effort to help things along, anyone who wants to be able to play the mod in its current and developing state should get windows live sync and send me your email once you have it installed. I will be more than
Loki and i combined forces and got the mod up and running, seems we both had half the problem solved! i did have a couple of questions though, is there any way to manage the collision range or make the ships steer away further apart? and what does maxAccelerationStrafe actually control?
ok lets sort a few this out here becuase i'm not getting anywhere. below is a screen shot of my directory that i'm thinking the directory is suppose to go, please correct this if i'm wrong, and hopefully i'm not the only person who is having this issue. My thinking is we create one directory structure which could be used for std or entrenchment if its not lets list the directory structure how it is suppose to work so we can minimize the confusion. i cre
not running any newsletter but if you know of a program i could use i wouldn't mind using it
did something change with the model formats? my models from the std sins mod work fine in std sins, but not in entrenchment. do i need to convert all my models again with the convertXSI thats in forgetools3? Josie basically narrowed it down to a possible mesh issue, but why would it work in sins 1.15 and not entrenchment? Theroies, answers or more questions welcomed on this one.....
so after much trying to make the mod work last night i ran into an issue where the models we are using that work fine for vanilla sins do not work in entrenchment. i have reached out to support on this issue and until this is solved, work on the mod is suspended.
Blair i'm a bit confused. You didn't include any new documentation on the way entrenchment mods are suppose to be created? each time i fix one thing something else breaks, its a bit frustrating trying to convert a mod over from the original sins and no guideline to follow. can you give us something please.
finally got my hands on the developer, i'll be working on the mod all weekend, if wife is permitting!
PSugar thank you so very much, Stress nad i have been looking forward to this for a long time now!
I've almost got it solved, Suddenly the mod is missing some sounds, strings, and a few other things like that. Remember my version is unreleased so not likely you can help me with it but i do appreciate the offer. Plus i want to make sure i finish the rest of the balancing before i release the next update. Problem is lately too i'm putting in extra hours at work so the process is a bit slow.
i'm working on a revision, but i'm having other issues i have to work out as well.
Please add my name for the point of contact with Major Stress for Sacrafice of Angels mod. I have taken over the mod in Stress's absence. thanks
i have to agree
[quote who="StCobalt" reply="5" id="2069828"]remember to have consistance files. its the Entrenchment folder that takes priority over normal sins it would seem, just got to remember to keep everything updated. id try (modfolder)\(Modname)\Entrenchment\(modname) and see. or you can be like me and just hardedit the files in the entrenchment folder. [/quote] didn't work. i tried Mods\SoA 2.0.0
i tried doing like you suggested, i still can't get it to work. Even though the files are in the right location it just rejects them completely. Not found errors all over the place. But the files are in the right location. maybe i have the wrong structure in place or something, i'll just wait until Wednesday.
nope i got the same exact issue. only the string changes are coming through
anyone else having an issue enabling a mod in entrenchment and only the string changes are working?
huh does that mean the mods have to have there own Entrenchment folder within the mod folder?