Sorry this has taken so long to produce, sadly I had been completely unable to program the fix for the issues you've all been having until just over an hour or so ago. However the problems have been found and fixed (hopefully) so here's the file im sure many of you have been waiting for, the Fix for the Extras for v0.995: http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_B
Nacey
I'll take a look in to fixing the manifest problem within the next day or so. Its an interesting issue more than likely with the PP enhancement + DM conflicting with each others new files. Copying the manifest from the original DS wont fix the issue infact it would cause more issues due to PP using extra files on top of the original game(s).
[quote who="aleasenir" reply="2013" id="2509788"]Hi guys, yesterday i downloaded the DS mod from this link http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.995_[36672790].7z for my Sins of a solar empire entrenchment v 1.041, checksum is 36672790. No other mods enabled. And i have some strange graphics issues. When zoomed out, some the planets are replaced by a white square (volcanic planet, terran planet, ice giant, deep space sector), some by a square with
You'll need to add the planet file "PlanetBlackhole.entity" to the entity.manifest file which should be in the root of your mod :)
Apologies was half asleep when I was sorting the links out, corrected it now - thanks for pointing that out. Note to self: double check the links you post the morning after XD atleast they were entitled correctly mind lol
One thing that often helps is lowering the graphics settings from "Highest" to "High"/"Medium" as the game has a silght flaw with the incredible amount of textures some mods can add. As GruntMaster asked though, we need more information on your pc specs what mods you are using and what settings you're running the game on to really be able to help you.
I've added in the Patch Notes to the initial thread & the post about the release of the patch(es) above. Here's the notes again for any that cant be bothered to scroll: Distant Stars 0.995 Change Log: - New Capturable structure "Freeport" has been added a neutral TradePort in Deep Space sectors - Capture Dead ability has been removed, you can now use the capture neutral ability instead - Mines now have levels of research enhancing them - All
Hi all, Sorry about my lack of activity recently my internet died for a few days and then my router decided to fail at the same time taking me offline for a little while however now im back and to celebrate heres the new downloads for 0.995 (Entrenchment) and 0.7 Alpha for Diplomacy! Distant Stars 0.995 Change Log (Applies to both Entrenchment & Diplomacy): - New Capturable structure "Freeport" has been added a neutral TradePort in Deep Space sectors - C
[quote who="Annatar11" reply="4" id="2496598"]Couple of us been pushing the devs to do something about Missile Barrage and AI not building superweapons, and haven't been told to STFU yet. Hopefully there's still time for the Diplo release to plug in some of these AI holes.[/quote] Indeed, the AI is the main thing that lets SoaSE down considering its usually played by groups of friends against alot of AI's and seriously a single human being able to solo up to 9 of the currently most di
After looking in to that issue i've added a safeguard in place to make sure it doesnt happen again, it happens because the ability charges up then hits its target in which time its target can fly out of the abilities range and will still be hit by it causing this issue. Its an issue with default sins but its fixed now (pending internal testing that I havent broken the thing :P) [quote who="Paul Davitt" reply="1916" id="2492963"]Whoops, looks like I put this org in the wrong area. 
Powerful Pirates quick fix: http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.99_PowerfulPiratesQuickFix.7z [quote who="valt" reply="1907" id="2491955"]Is there any way to darken some of these gravity wells. when i get the light blue or light green gravity wells or atmospheres or whatever they are they almost hurt your eyes because
For the Checksums in... Binary format: 36363026 Text format: 123680767 The text format checksum is always one digit longer and almost entirely different to the binary one, if you have Distant Stars in text format showing the binary checksum then im sorry to say something is either really screwed up or thats in binary format lol As Carbon mentioned though if you have issues with a converted version of Distant Stars sa
WPF is part of the .NET 3.0 Stack so it should work perfectly fine on anything that supports it so XP, W2000, Vista, W7, Longhorn etc Sounds great though Thraka although as with Moguta im curious to see how you'd handle "updating", if you did do some form of updating giving modders the ability to delete no longer needed files from the dirs (using a manifest system of some form) would be absoloutely frikin awesome. I'm continually needing to ask people to delete useless files f
[quote who="OnlyMaestro" reply="1878" id="2489461"]Understood - it works fine when it was installed. The DELETETHESEFILESFIRST readme is included in the full installation link, so that's where my confusion developed. Thanks again! Great mod![/quote] Yeah that was my bad it kinda snuck in there when I was making the compressed files the next iteration wont have that ofcourse ;)
Either use a mod or the dev exe file
Another AI improvement suggestion... Have the AI purchase capital ship levels!
[quote who="WarCrime342" reply="1868" id="2488818"]After turning down the graphics settings to high, I successfully played an 11 hour game with this mod. Thank you very much Ryat! Edit: I will still get that minidump log to you guys when I get a consistent crash. I want to return the favor.[/quote] Great to hear, sadly the game has some big issues with the graphics settings beign too high on pcs for some reason. Thanks for the offer of the minidump log but sadly we cant "re
Double post, you all know what im talking about -.- lol
[quote who="TheRezonator" reply="1849" id="2487583"]wow, how'd you do that? the only thing id like is if you guys could change the planetary defense fire effect so that TEC and Vasari look a little different... if the TEC looked either like the Ogrov missiles or Marza Raze Planet blasts, that would be cool! also, if the standard maps could use more of the new planet types that would be awesome.[/quote] In the scripts for the damage the mines do (even in
Sorry double post, stupid forums!
[quote who="RS-fx" reply="5" id="2487632"]There is also a few annoying tweaks that have no use : the turrets now cost 4 or 5 times more and i really don't see why. These things that were already not very useful now become useless as freaking expensive. Don't misunderstand me : the mod is good, it is just that it fails greatness by a few very frustrating inches.[/quote] The turrets around the planets were fixed in a previous internal patch (which is live atm) they do have in
[quote who="TheRezonator" reply="1845" id="2486758"]eh, im not worried, if it was an easy fix then sweet otherwise ill just play it original recepie also, the new mines are crazy... i did sorta prefer mining a good section of my grav well (i prefer to protect territory rather than the planet) but then i jumped a fleet into a vasari asteroid without scouting it, and half the fleet went up in smoke, i was totally confused! but at least the mines are a force to be reckoned with n
Merry Christmas! from england ;)
Ryat our resident bug tester found a minor bug with the Vasari Marauder capital ship (one of its abilities was causing a minidump) this issue is now fixed and heres the tiny patch for it, the files were removed from the manifest accidentally in the last patch heres the new manifest file: http://distantstars.mm
[quote who="Ryat" reply="2" id="2481460"]Well give him the thread Nacey I see why Im in charge of marketing https://forums.sinsofasolarempire.com/335474[/quote] lol you'll have to forgive me it was late, and I knew my slaves would be along shortly :P