midnightjoker

midnightjoker

Joined Member # 3037069
5 Posts 68 Replies 682 Reputation

my understanding of those limits is that the first is the max number of exhaust trail types, maybe per ship? the 2nd would then be the max number of emitters of each of the 4 kinds of trails.

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The new updated maps in the final release will work by dropping them into the folder G:\Stardock Games\Sins of a Solar Empire\Galaxy. The old maps need to be updated either with harpo's tool or manually by changing the 'planet upgrade levels' sections to the new style for stars and planets (in galaxy files). That and the version number to 3.

157 Replies 391,057 Views

Skullshaper, My 'philosophy' with the shivans in this FS1 mod was to leave them alone for a long while until they come knocking, and then they are usually pretty strong. I always have the AI maxed out but it does come up short sometimes. i havnt played in a long while so i am hoping all these patches have made the AI incrediable. (yeah right) Costs for the super caps in the FS1 mod i think are a bit too prohibitve on the ai, although i have heard a couple people say they s

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yeah the strike craft are not in the correct proportions compared to the bigger ships. all this will be rectified with the new FS2 mod in the works. sugarshane, the only thing i cant think of is that a file may not have been copied over when using the patch, like the string file?

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i have uploaded a new release of the mod that should be compatible with 1.17. shugarshane, i cant say what that issue is. the only real problem i saw with the old mod was that the maps didnt work with 1.17 and could cause a mini dump. maybe try the new version and see if that helps?

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Hi guys. If you want i will put together another patch this weekend that will get this working on Sins 1.17. Thanks for the info on what needs to be changed. Hopefully sunday or monday i could have it posted.

157 Replies 391,057 Views

Sorry im useless with keeping up on forums. I removed the bad links. Hopefully that makes more sense now. I dont know if this will work with the latest vanilla sins version. Definately wont work for Entrenchment.

157 Replies 391,057 Views

Things are happening again. Have patience, Before 2009 ends there will be a FS2 mod for Entrenchment. Not many details for now but it will have the HQ ship models and maybe even freespace-ish tech trees. I wont be doing much on the forum until we get it closer to release but it is coming. So if someone wants to contribute i could use one other person. And by contribute i mean actually work on game files (text and art files). If you can mode

97 Replies 253,613 Views

Hey sorry, i havn't checked this is a while. as far as i know the mod is kinda dead right now. i just dont have the time. I do still want to make an entrenchment version with the HQ models and a proper tech tree but i wont be doing it anytime soon. maybe later in the year. will post if i start up again.

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Sweet, im glad the lucy showed up eventually. what was your fleet sizes set at for that game? I have a feeling the super caps wont show up on the small fleet sizes level. I'm still on break looking for work so this mod might go quiet for a bit. but its still alive.

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sorry, been away finding work. holybeast, the first 2 links are the same file, the inital mod. the 3rd is for the update. i tried them and they still seem to be working for me. Ryo79, yeah the screenies suck so i will try to get some better ones up. To be honest i havn't got that far into a game against the shivans to see much of anything of thiers. i've really only been playing against the vasudans.

157 Replies 391,057 Views

thanks for the feedback all. im glad you like it. Note that this mod will probably change quit a bit during its development, hopefully for the better. Right now its more of a teaser package to try some things out. mr. who - i set up the strike craft so each ship has access to a fighter and bomber squad, different ones for different ships. the limit is that you can only have 2 per shp but they can differ ship to ship. so for now atleast they

157 Replies 391,057 Views

vp21ct, i actually ripped all the models from the open source project. if you can find better quality ones and give me file paths to them them i will have a look but i think i have em already. I also used the Hig Res Textures that come with the FS1Port. They helped for sure. yeah 3 cains should not be able to take down an orion. 3 lilith maybe but not cains. like sparda said, shivans should own your a$$ but yeah they may be a

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Ian, it will be a little while before i start on the FS2 models. The FS1 models aren't really done yet and there are lots of other things to do to finish up the FS1 portion like techs and abilities and art work. alot which can be reused for FS2. Plus after i get the first update out i want to take a break. :)

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Zhai_Morenn, thanks for the bug report Future plans aren;t really made yet so cant tell you how we will structure the super beam although that sounds quite resonable. Shileds on the lucy. well i dont know. im not much of a 3d modeller so what i can do is limited. Maybe i could just strech a standard shield mesh to fit the lucy? or maybe i can leave the mesh out? i just havn't got around to it yet.

157 Replies 391,057 Views

Considering that there's an entire mod team working behind this mod, it's kind of funny how midnight seems to be the only one releasing anything. Could you try to share your work next time, so that we may help? You touch on a good point here Rallis. I believe i did share information, models, etc, others would have needed to start setting up the entity files. Besides the Boz's race write up there had been almost no traffic on the forum

157 Replies 391,057 Views

cmdrleeadama, the first update will be addressing the repair platforms. they will be getting a boost to their repair rate. Another thing i forgot to do. and the data maps and shadows for the models aren't finished so they should improve as time goes on. glad you like it. there should be lots of improvemen

157 Replies 391,057 Views

right on jjz. well need some help with the tech trees, abilities and balancing for sure. I think some of the others at our forum have some ideas so now we get to trying them out. thanks.

157 Replies 391,057 Views

Hmmm, sounds like the mod did not enable. The music and text should change as soon as its enabled. Did you unzip the whole rar to your mod folder? The mod folder is inside a main folder so you have to navigate to the second one and put that in your mod folder. like this: FS1MODv06 ->FS1MODv06 ->MAPS Copy the second FS1MODv06 into your mod folder. hope that helps. The files in the

157 Replies 391,057 Views