Thank's for the report i'll look in to it when I get chance!
Nacey
Just so you know Ordian your mod should be 1.13 compatible as it does not change any of the GameInfo or files in the slightest it was merely game engine tweaks ;)
The most recent version has removed the Diablo Escort Cruiser as it was inbalancing the game. In the Original Iteration of the MOD the Garda Flak Frigates were half the damage of the other factions' anti-strikecraft ships. After re-balancing it against the official SOASE ships the Diablo was no longer needed & only caused an inbalance due to the Garda's attack power being almost tripled from what it was :). Edit: What Carbon said :P darn you being faster than me!
[quote who="suszek" reply="25" id="2059459"]Hi Sorry but it not work with 1.13 I`ve just downloaded this version that You suggested above, and I`ve got a minidump.[/quote] Im just looking in to this now it should work perfectly fine, i'll give you guys an update shortly. Edit: I've just re-downloaded the game (v1.13) and applied the re-downloaded Distant Stars
[quote who="ImperialMarines" reply="23" id="2059280"]im playing version 1.13 without Entrenchment[/quote] Then you need to download the version I linked to in the post above your reply, there are no patches for that version so all you need to do is put it in the correct directory & enable the mod :) I'll work on the layout of the original post so it's easier to tell which versions to download for original SOASE & Entrenchment
[quote who="ImperialMarines" reply="20" id="2058994"]i have done that, but its not working. someting with the sins dump[/quote] Which version of the game are you playing? Are you sure you downloaded & are using the correct file, if you are patching you must also be using the correct "Quick Fix" file. [quote who="suszek" reply="21" id="2059162"]Hi Is this works with version 1.13 without the Entrenchment ? [/quote] Yes it does, you need to download t
[quote who="ImperialMarines" reply="18" id="2058882"]the mod is not working to me , i use 1.13 and i have tryed to use 7 zip and win rar to extract the mod any help?[/quote] Once you extract the MOD where were you putting the file? The MOD Folder: "Distant Stars v1.0" ("DS Entrenchment Alpha 0.1" for Entrenchment) needs to be placed in to the Sins MOD Folder at: In Windows XP: C:\Documents and settings\YOUR WINDOWS USERNAME\Local Settings\Applica
[quote who="SteinerX" reply="12" id="2057348"]http://www.blacklotushq.com/sins/QuickFix_for_1.0.7z (after file is replaced) causes a minidump when mod/sins is started. Otherwise, excellent mod combo![/quote] Interesting it should work fine, which version of the MOD did you use this fix with normal SOASE or Entrenchment? I'am aware that building the repair bay for TEC will crash the game in the Entrenchment version however I have only just released a f
[quote who="-Ue_Carbon" reply="9" id="2043172"]...actually I take the blame for this. Since all I do is play as TEC. Guess that what I get for being cocky against the AI and not build repair platforms. Sorry. Epic fail on my part.[/quote] Certainely cant blame you mate, I often play as TEC myself. Over confidence will be the death of me one of these days :P Update on Entrenchment: Im currently uploading the Alpha 0.1, as far as I have tested it has been perfectly
[quote who="SpardaSon21" reply="7" id="2042944"]Crash Report: Whenever I am TEC and try to build a repair platform, Sins minidumps.[/quote] Wow cant believe that one got past me, I had atleast two games as TEC before releasing it lol Working on a fix as I type this, ill have an update & patch shortly :) Update: QuickFix is now available, the TEC repair platform had an ability that was removed in the final release of distant stars due to it
[quote who="-Ue_Carbon" reply="3" id="2042642"]Woo HOOO!!!!!!! Version 1!!!!!! If you need help with the changelog let me know.[/quote] Thanks for the offer mate, although as I mentioned to you on MSN it will be a rather long winded task never the less I will prevail! lol [quote who="Lord_Dark_Cloud" reply="4" id="2042653"]Just played the newest version. I love it. Totally awsome. Cap ships are cap ships finally. Graghics and extras are also well chosen. Keep it
Sure do, here's a download for the converted one's I made. They boot up with the game fine & are what im working off to make the distant stars MOD compatible with entrenchment right now :) That being said use these files at your own risk, I take no responsibility for you breaking your game with them if you do :P <a href="http://www.blacklotushq.com/sins/other/Entre
[quote who="Kitkun" reply="3" id="2041971"]That's it. As I remember it, there's one included in one of the later patches that's not in the Forge Tools, but none for Entrenchment.[/quote] The convertdata.exe for entrenchment and the original sins of a solar empire is always (as far as im aware, it is for the most recent builds of sins atleast) included in the Sins directory, by default: C:\Program Files\Stardock Games\Sins of a Solar Empire (on XP).
[quote quoting="post"] title says it all i really doubt there are any due to the fact things may change from beta to release but an easy yes or no would be great thanx guys. Also is any planing or started any large mods for the entren release wether graphics races ect thanx for any help or info Cursed[/quote] Im currently working on making Distant Stars compatible with entrenchment however there's no ETA on a release just yet as it's early days, and plan t
Just thought i'd do a quick update here. Dont worry patch 4 is still coming infact it's coming along very nicely. It's just going through final testing now & some minor tweaks here and there and it will be ready. This release will be version 1.0 and it will be out either tonight or tommorow (29th or 30th). This version will be in "Binary" format so it will load much faster for you and will be a much more optimized verison of the MOD as far as we have found so far it is bug f
[quote who="Ronnie_Dark" reply="23" id="2035334"]I've got a problem, I extracted the file to my mods folder, and every time I press the button to activate the mod, the game crashes. What am I doing wrong? I can't wait to play this mod![/quote] If you downloaded the version(s) available in this topic they will be out dated for the current patches, you need to download the versions of the mod from this topic: https://forums.sinsofasolarempire.com/335474</a
[quote who="gtorr144" reply="20" id="2034666"]This is a great MOD, I have really been enjoying it! I have a couple of questions about the ship grave yard. 1. I noticed that the captured capital ships do not have any options for abilities. Can that be changed so that they are just like the cap ships you build yourself? 2. The capital ships you capture don't require an available ship crew, but all of the captured ships count against your available s
[quote who="-Ue_Carbon" reply="15" id="2029213"]Awesome work again! Whats the next step? Edit: I just occured to me that this balance means the Dunvo wont have the power to destroy all. I atlast I understand the need to balance. Cuz a lvl 9 Dunvo had a average damage of 227 with maxed upgraded weapons. And I though the Marza was Overpowered lol[/quote] Indeed the Dunov is no longer the power hitter it used to be but it is for the greater good! l
Patch 3 has now been released, which can be downloaded from the main post above. It includes Patch 1 & 2. The patch notes are also in the first post above, I'am currently uploading the full version with all three patches in one file now which should be uploaded within the next hour. Hope you all enjoy the fixes! As ever balance changes and ideas for anything you would like added to the MOD are welcome! - Nacey
[quote who="Ryat" reply="10" id="2026963"]I apprecitate your hard work Im sorry I seem to complain the over all mod is excellent. I recommend checking out Real Capital Ships V1.1 on the mod download website. I combined them in the mod to build some truly awesome Cap ships.[/quote] It's not a problem, complaints help build the mod and give me ideas about areas I can tweak and improve the mod, I'll take a look in to his capital ships mod, thanks for the suggestion. [quote who="S
Hey all, sorry for no updates on what I've been doing as UE-Carbon mentioned I've been away for the weekend and not long got back. Just so everyone is aware the texture colour bug that exists at the moment will be fixed in the next patch, thank you Madeiner for finding & fixing that, saves me alot of effort trying to do that myself. I'll be uploading a mirror to Filefront of the entire mod + patches once I release the next patch for people just like Vamky,
Patch 2 Has now been released (download link can be found at the bottom of the main post) it contains all of Patch 1's changes and Patch 2's changes together in one package, I'll be uploading a complete download shortly for those new to downloading the MOD. [quote who="CharlesLeverett" reply="15" id="2017902"] Failed to convert '' to an enum value.- I think I get this error even when just starting the game with no mod Entity Ref not found: RESEARCHSUBJECT_ABILITYACCESS
Thanks for the kind words about the MOD everyone, glad to see it's been so well recieved in the community, sorry about not replying for the last couple of days havent been too well but im back on the case ;) PATCH 2 will be released either tonight or tommorow for download and will include the Pirate raider fixes, for now I've uploaded a new gameplay.constants file that should be placed within the GameInfo directory which should fix this for now. [quote who="Kreshkyl" rep
[quote who="StarFallArmada" reply="17" id="2012810"]Reporting a common minidump for the 1.12 Beta. I seem to be frequently getting minidumps when the game anounces that the pirate raiders are leaving. Its happend on several occasions now in several different situations. Just FYI. Great mod BTW. Cant wait for you to adapt it for entrenchment. [/quote] [quote who="Kreshkyl" reply="24" id="2013347"]Just so you know, I get the "Pirate raiders are leaving their base" minidump also, it
[quote who="-Ue_Carbon" reply="15" id="2012297"] Not a problem lol, I'd rather you report it and there be nothing wrong than it not be reported and it be broken. The expensive Capital Ship Yards is a remnant from the original release(s) of the mod I will be lowering the price of it for all of the three factions it is a rather insane price at the moment. LoL, yeah when I did my first game I was like Whoa!?!? Ive gotten accustom to it now, but glad to hear your droping the cost.