Hey ManSh00ter just wanted to let you know that the Distant Stars MOD now uses this MOD, ofcourse you're credit on the MOD page: https://forums.sinsofasolarempire.com/335474 & when you load up the game you're mentioned! Superb MOD, thanks for submitting it to the community!
Nacey
[quote who="alexander013" reply="12" id="2012017"]I enjoy the mod alot...but the ships (at least for the advent idk about others) they take the hue of the color you select....I perfer the default ships with color strips or w/e I do not like the ships and buildings all being a red hue..or green hue. is there a way I can fix this?[/quote] Cant say I had even noticed this bug, I'll take a look in to it and get back to you on that one. [quote who="-Ue_Carbon" reply="13" id="201212
[quote who="-Ue_Carbon" reply="10" id="2011897"]I think the hull upgrades do not work properly on captial ships. So far, as TEC ive gotten most of my ships hull well over 1000. Yet the capital ships hull have no siginficant increase. Anti-fighter weapons on captial ships have no damage for figthers. Im not 100% sure the damage vs fighters yet will have watch more carfully next time.[/quote] I was just doing some testing myself of the Hull Upgrades (after being
BETA A has now been released :), hopefully there wont be many bug's or major inbalances, as far as I've tested there are no minidump causing errors & the games ran perfectly fine, hope you all enjoy & if you do find any bug's or have any suggestions please dont hesitate to post them.
Also had the same trouble however to help the guys at Ironclad out you'll need to provide them with the Synclog's to help them determine the exact cause of the problem.
I'll be finishing off Skyline's original work & then adding to it and continually developing for it once I get some ideas down. Suggestions are ofcourse welcome.
I'am now working on maintaining this MOD however I have moved to a new Topic so I can keep the main post up to date rather than using replies to this one. Good news is the MOD is practically ready for a 1.12 bug test and I will be making it compatible with the expansion once it is fully released :) The previous bug's with the captureable ships are also gone now so no more minidumps ^_^ The new topic can be found here: https://forums.sinsofasolarem
Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful! </spa
It can quite easily it's a quick change to the config file for the ship to disable auto-join, hopefully it's just something they overlooked due to it being early beta :)
1) How do you want to be prompted to setup various aspects of the editor on its first time being run? Current design seems fine to me, other applications like FTP clients work in a similar fashion. 2) How do you want to be able to change preferences while using the editor? Also the current design seems perfectly acceptable 3) Do you want to be able to save individual files against the default format? Would be nice if the ap
Can't help but agree on all aspects that you comment on there to be honest. Especially with regards to the Starbases range, having it work as you described would be a great improvement to the TEC & Advent Starbases of which at the moment are great but ofcourse less effective due to their inability to move. However I would add that the Vasari starbase should have less range than the TEC & Advent starbases due to it's ability to move for balance purposes scaling something like:
[quote who="Jackian" reply="11" id="1992145"]I get a minidump everytime I start these converted files[/quote] I also get a minidump whenever I launch with this GameInfo folder :\
Found the "Checksum" error files which are entitled SyncLog-PlayerX.txt Both for me and my friend can be found here Edit: Have emailed the files instead
Sorry I must have over looked your reply. I have: IsCheckSumLoggingOn TRUE LogOutput TRUE ShowErrors TRUE in my settings file atm but I will email them to find out if there are any other settings I need to enable, thx for the reply Annatar
Also had this happen to me once or twice, it's annoying but can be working around with alot of work. Certainely shouldnt be happening!
I have encountered this quite a few time's now in LAN & Online games. Mid-way through a seemingly long game (1-2hr's in) the game will de-sync without reporting it to us, yet the game will continue. Leaving us a little at a loss as to whats going on. It's as if the AI takes over for the other players yet we still stay connected & certain events happen on others' (but not all) people's clients. For example: Earlier today I w
Also been having these huge de-sync errors, pretty much makes longer games unplayable. Although somewhat funny at first it'll get old very quickly if we can never finish a game due to it.
Just thought id suggest this as it's already in the game for Single Player it shouldnt be too difficult to implement in to Multiplayer. How about the ability to actually be able to adjust the game speed during a Multiplayer game to 1x, +2x, +4x +8x, -2x, -4x,-8x I know alot of people appreciate longer game's but personally if I have friends over and play a LAN or am short on time id prefer to have a quicker game than have to save & come back to it later when I've for
[quote]Sorry for the doublepost, but I found the cause of the problem.Its the missing "German.str" file in the String folder. When I rename the "English.str" to "German.str" its works fine.Sorry for the trouble![/quote] Fantastic new's glad your problem is solved, i'll get Skyline to add that bit of information to the main post so other's dont have the same issue :) Glad your game's working now. Hope you enjoy the mod!
[quote]Heres the log file: Failed to convert '' to an enum value.SoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundData does not exists for: Effect_TimedExplosivesSoundDa
[quote]I extract it with Winrar. I hope, thats not the cause oOBut I will re-downloading it.Can I make something to help finding the problem? Posting some more details?[/quote] WinRAR is fine for extracting the files. To get more detailed error logs you need to edit the [B]user.setting[/B] file in the following folder: C:\Documents and Settings\[B]YOUR_WINDOWS_USERNAME[/B]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting Open the file with
[quote]I downloaded the file and the checksum is the same.But when I go to the techtree, the game crashs with a minidump, when I mouseover a new added research.[/quote] Odd myself & two other friends play with the exact same file(s) (download from the same .7z file) you guys use daily with no issues what so ever ill do some investigation to see whats causing the crash. For now id reccomend deleting your old distant stars folder & re-downloading.
[quote]I´ve played TEC and just found one bug...I researched the update for the Cielo Command Cruiser, but nothing changed to that object or new built units...But from now I can say: A great mod!!! Thanks for many hours of gaming without looking to the clock....[/quote] I'm looking in to fixing this a patch should be released soon. [quote]If you've got the time, I was wondering if you could post a simple list telling what I need to download and install (and in what order)
Another release with BailKnights custom Texture MOD thanks again for the MOD BK, hope you all enjoy. More information & updates will be coming soon so keep checking back :) as always if you find any bugs post back here. [link="http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_plus1.3andtex.7z"]http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_plus1.3andtex.7z[/link]
[quote]Great news. The mod is quite awesome, glad to see it coming back to life.You might consider adding the rest of the new sins plus planets as a next step![/quote] Funnily enough that was my next goal. To add Sins Plus 1.3a to the MOD, so without further delay here's Distant Stars with Sins Plus 1.3a: [link="http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_plus1.3a.7z"]http://www.blacklotushq.com/sins/distant_stars_1.0_public_beta_plus1.3a.7z[/link] A