Nacey

Nacey

Joined Member # 3038765
4 Posts 340 Replies 1,448 Reputation

[quote who="ollibert" reply="17" id="2109007"]hey nacey, great work, runs fine. But their is still a problem with the vasaari Phase Gates. If you build one on the startplanet, it wont work. And are Phasegates on a SB in the sun supposed to work??? Because they don´t. keep up olli [/quote] Thanks for the report mate, im looking in to it hopefully i'll get it fixed for the next patch which should

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[quote who="GuidoSarducci" reply="13" id="2108484"]Thanks for the full DL link. I just realized I forgot to mention I'm still using Entrenchment 1.01... Haven't gotten around to upgrading yet cuz I'm lazy. In any event, that's probably very relevant to my problem. I'll try to do the full DL this afternoon. [/quote] Yeah that would be why, it's only 1.02 compatible ;) Some of the files that were changed for 1.02 compatibility no longer make the game 1.01 compati

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[quote who="GuidoSarducci" reply="9" id="2108086"]Oddly, I'm getting a minidump when trying to run this patch level. Works smashingly on Alpha 0.4. Just to make sure I wasn't going nuts, I removed and reinstalled the Alpha 0.2, ran it, then patched and ran every patch without a problem, until I got to the .45 one. Judging by the lack of other comments to this effect, I'm assuming everyone else isn't having this problem... G[/quote] Interesting, if you

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Sorry to hear you're having troubles, good news is you have all the correct files downloaded. You need to extract DS_Entrenchment_Alpha_0.4 (the full version) in to the: C:\Documents and Settings\YOUR WINDOWS USERNAME HERE\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02 folder, Which should then create a new directory inside this folder called: DS Entrenchment Alpha 0.4 Once you have that, Extract the Alp

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[quote who="Draakjacht" reply="6" id="2106639"]Just want you to know that this is the first Alpha group I've been part of and it's been fun, especially since it's a mod I love and a dev that jumps on the job asap. Woot! [/quote] Glad your enjoying testing & playing Distant Stars! Distant Stars 0.45 Change Log: - Entrenchment 1.02 Compatiblity! - Gas Giants now have logistics slots - The research for Improved Destabliazation for the T

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[quote who="ollibert" reply="3" id="2106499"]how can i get the mod to run on the new patch. any ideas would be nice, as i´m stopped dead in my tracks... [/quote] Im currently in the process of making the patch, it should be released within the next hour with some other fixes from the previous bugs reported by the lovely people playing the MOD :) Edit - Quick Update: Just converting everything to Binary now to run final tests and then ill be uploading the patch

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Wow thats alot of replies, I'll reply to everything in order so this may take some time! Sorry about not being around all weekend guys to reply to your posts & concerns. As I mentioned in my previous post real life has been really hectic this last weekend, I'am on the case though and will have a bug fixing patch out asap. Thanks for all of your reports, it really helps cut down the development time, and im glad your all really enjoying the mod by the sounds! [quote who="Yo

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Right Patch 0.4 is finally here the final change log is as follows: - All Capital Ships now have EWS Strikecraft pilots on board awaiting your command - Pirates now have access to the EWS strikecraft - Pirates now have acesss to Hangars - Pirates now have access to Repair Bays - Gas Giants are now colonizeable - Gas Giant Research & Asteroid Research is back - Planetary Abilities are now back, and in full force! Currently there are place holder abilit

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[quote who="Mooster" reply="14" id="2098017"]Ok, I was playing distant star last night, for some reason, everytime I was in battle, only my cap ship would attack and then after sometime, my other ships will start to attack. Unless, I turn of auto attack and then turn it back on. All I changed in the mod was the income rate, other than that nothing much. Help please?[/quote] Hey Mooster, honestly im not entirely sure what was wrong with your mod there may be some missing strings ill ha

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[quote who="mnshaun" reply="7" id="2097592"]I have a question: Is it just me, or is the culture aspect completely taken out of the game? I've noticed there are no culture colors/lines and the culture buildings don't seem to do anything.[/quote] The culture buildings should be working correctly in 0.2 & 0.3 I cant say I have messed with them too much, however I can guarantee in 0.4 they work correctly which I plan to have out in the next day or so (all going wel

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[quote who="ollibert" reply="4" id="2096004"]thx, but every time i do this i end up with a minidump [/quote] If what Carbon has said isnt working correctly for you then for now I would suggest just using the 0.2 Alpha until I release the next full download which will be with 0.4 later this week, sorry for the inconvinience!

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[quote who="Mooster" reply="18" id="2094197"]I have a question, why are there so much error every time i use this mod with developer? are they going to be fixed?[/quote] Alot of the errors are due to the BailKnights graphical MOD and dont cause any issues, however they are the reason it's still an Alpha rather than a release ;) I'am working on fixing all of these errors despite them being nothing important just so the MOD runs perfectly with as little issues as possible. [q

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As promised, Patch 0.3: Distant Stars 0.3 Change Log: - Increased Detect Mines ability range by 1000 - Added Pirate Capital Ships - Added Capital Ships to the Pirate Planet - Added Pirate Capital Ships to the random waves of Pirates that spawn - Added New Electronic Warfare Support (EWS) bomber strikecraft to each race: -- Advent: Disables enemy target ship regeneration -- TEC: Lowers enemy Accuracy & Range -- Vasari:

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[quote who="kyle blais" reply="3" id="2092170"] just got this mod so i dont know if its a but or not but i had my capital ships get to lvl in one little fight against asteroid defenders at the start of the game playing entrenchment[/quote] Yeah that's a bug mate, it will be fixed in the patch tommorow :)

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[quote who="Astraia" reply="5" id="2091095"]For me, when it just strait up crashes, i get an Appcrash - nvd3dum.dll fault. Only happens to me with this game. I expanded my testing and tried the distant stars mod (contains volumetrics, bailknights, sins plus etc) and i had the same issue. Ill download some mods without any of those, and i will download them individually to try to isolate the issue as soon as i can. [/quote] Hey Astraia, the .dll that

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[quote who="Flexomatic" reply="1" id="2090735"]uhh monday, gotta get some last minute bug report in then I don't know if it's the entrenchment AI or the bug I reported earlier, but the AI seems to build a LOT of cap ships. Almost no support fleet but 5 of the big ones, all at level 4. Very strange.[/quote] hehe your gonna keep me busy arent ya? :P Thanks for the report, I cant exactly say whats causing that exactly however i'll look into it. It was more than likely due to

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[quote who="Flexomatic" reply="24" id="2088409"]Playing as TEC and upgrading my Battleships' level causes the needed exp for levels 1 through 3 to be just 1 (one) point. Might also be that upgrading has nothing to do with it.[/quote] Thanks for reporting that Flex, fixed for the next patch! Progress Update: Pirates now have Capital Ships which have been tweaked for their usage, they only appear around the Pirate Planets for now I'll see if I can work them in to Pira

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There is a 1.14 & 1.15 Compatible release available yes, if you check the main post at the top of the page all of the download links are listed there along with the versions they are compatible with. Ofcourse the new pirates & so on are not readily available as of yet im currently working on creating these features :)

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[quote who="UberBeav" reply="18" id="2087133"]bug report: the player*.entity files while updated to the new version do not include any of the researches that you add (like gas giant colonization)[/quote] Yeah currently I've removed that tech due to it causing "issues" back in the earlier stages of the Entrenchment beta, however ill be re-adding it soon :) [quote who="UberBeav" reply="19" id="2087137"]anyways, a note - you dont need to include files that weren't edited (e

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Ok so, the good news is the Entrenchment 1.01 compatible release is ready for public testing I havent personally found any crashes or issues as of yet, let us know if you do! You can download the new version from here: http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Alpha_0.2_[53616007].7z Im now going to start work on additio

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[quote who="Ryat" reply="12" id="2079528"]hey Nacey I think I might be able to mod some fo the caps to have anti-fighter weapons. I going to try as soon as they update the forgetools properly and after I get done with a funeral. Maybe monday or tuesday.[/quote] Sounds good mate, I tried originally to add an extra anti-strikecraft weapon to them however at the time the game was limited to 3 weapons at most per ship however I'am not sure if this has been icnreased with entrenchment. Sor

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I have done a little testing & it does load and works (as far as quick game can test) and it does work with 1.15, I'am currently working on getting the Entrenchment verison working again - it will hopefully be available in the next few days or so :)

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As some of you have noticed the MOD is now compatible with v1.14 ;) Hope you all enjoy, im working on getting the MOD ready for the release of Entrenchment which will hopefully be ready for the launch. The Planetary shield bug that existed in the previous version is fixed and so are many other tweaks and changes.

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@UE-Carbon_ Sorry mate, have been pretty busy lately. I'll catch you on MSN sometime this week though hopefully! Thanks for helping out as usual ^^ @SpardaSon You're correct, however due to a modding constraint all ships have a maximum of 3 weapons leaving me unable to really modify the weapons to fire at the strikecraft effectively without re-designing all of their weapons systems. @StCobalt Thanks, the next release will probably be compatible with the

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Thanks for the report Ryat, i'll look in to it & get a fix out for the 1.14 release. Yes folks thats right im working on getting the 1.14 release out shortly :) Also the next entrenchment release will now be for Beta 3! Hope your all enjoying the mod!

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