Ange1u51

Ange1u51

Joined Member # 3036337
2 Posts 10 Replies 340 Reputation

Hey guys, great work on the mod, been waiting for this for a while and its delivered well so far =) If I may report a possible bug though, I had a battle with my Federation fleet, which incidentally got wiped out... except for my Sovereign and Nebula-class ships, the AI completely ignored them, all 4 enemy factions ignore them! Which sadly allows them to fly around and kill stuff with impunity. Also, if you guys are interested, I can provide a seperate forum for

5,100 Replies 12,680,158 Views

Well if we can't add them yet, then I hope this is changed in the future. Seeing all those wasted empty boxes makes me sad =P I'm going to keep playing around and trying though, will let you guys know if I find anything. Would appreciate the same if anyone else finds out. =)

20 Replies 10,751 Views

Just to show you what I did: capitalShipInfo Page:0 count 6 entityDefName "CAPITALSHIP_TECHBATTLESHIP" entityDefName "CAPITALSHIP_TECHBATTLESHIP2" entityDefName "CAPITALSHIP_TECHCARRIER" entityDefName "CAPITALSHIP_TECHCOLONY" entityDefName "CAPITALSHIP_TECHSUPPORT" entityDefName "CAPITALSHIP_TECHSIEGE"

20 Replies 10,751 Views

Hello there, another question from a hapless modding noob. Now that I've finally got the game to work without crashing, I've been playing around with trying to add new ships. I thought I'd try to add a 6th Battleship to build. I've successfully added the ship, but its kicked the Dreanought off the list instead of putting the icon for it on the bottom row of construction boxes. Confused I edited the Frigate shipyard, and added a 7th Frigate, and that happily added it to the bottom row of

20 Replies 10,751 Views

Solved finally, complete reinstallation did the trick. Deleted everything in local settings as well to make sure there was no conflict. Thanks for the replies anyway guys :)

8 Replies 4,487 Views

Well an update, it seems that while it does enable a mod from just the gameinfo folder in the Mod folder, it does not register any change I make to the game. Example, I changed the Kol Battleship to say 1000 credits instead of 3000, just to see if it changed. It didn't =(

8 Replies 4,487 Views

The only thing I did do with the main game installation was create a mods folder before I realised where the mods went. I did not put any files in this folder. The crash happens when you click 'enable mod'. This doesn't make much sense to me that it does work if I stick the gameinfo folder in the mods directory, but won't work if its in another folder within Mods. I assume when you click 'enable mod' the game halts for a few seconds or more as it loads. I left it for a good cou

8 Replies 4,487 Views

And I just tried what you suggested, an unmodified gameinfo folder in a 'Test' folder. Crashed. Does the Enabled Mod Checksum mean anything in particular?

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I tried the most simplest thing and that was following the instructions in the PDF file that came with the modding tools. I removed playerpsi.entity file as it instructed, then tried to load. It crashed.

8 Replies 4,487 Views

Forgive me if this seems a silly question, but its confusing me =P I've started to tinker around with the Entity files now and I have a question/problem about the mod path. "C:\Documents and Settings\Administrator\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods" This is the location of where I'm supposed to put mods. Ok, simple I think. Lets create a folder called 'Test' inside the mods directory and put the gameinfo folder there. I mess aro

8 Replies 4,487 Views