Nacey

Nacey

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

[quote who="Draakjacht" reply="959" id="2365637"]A couple of things. I would like to amend my bug report. Now two of my cap fleets have wrong counters next to the fleet icon. And a thought, what if you add the flak turrets to pirate hangars and make Pirate Akkans capable of colonization? Just a thought that colonizing a planet would make it more trouble to get a planet back from pirates. At least think about the first one.[/quote] Your wish is my command :P Consider the pir

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[quote who="EternalDragon" reply="939" id="2364412"]Hmm well I do have to say my starbase was completely upgraded so it hard to kill it. I've basically got a lot of research done when I had my first pirate capital lead fleet attack me, actually I'm not even done with the game... heh I only took a break to come and post here... also playing the Advent is great heh seeing a clensing brillance beam shatter through a pirate battleship is so great when or if I get around to it I'll do

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Alright guys for the next patch which is coming along very nicely now we have a hell of alot of bug fixes for you all: - A pirate minidump related error has been fixed (this should fix your load screen minidumps!) - Planetary Bonus Icons are finally fixed (thanks for your help Draak!) - Map Designer String Error has been fixed - TEC Lasers have been recalibrated to "pew pew" again! - Tunneling upgrade has been updated to reflect its actual effect - Toxic Plane

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Well you'll all be glad to hear after prelimiary testing we believe to have finally cured that darned "load screen minidump" issue, not only in the last patch did we lower the memory usage of our mod by about 1/3 but we should by the release of the next patch have all of the minidumps under control. If any of you have been keeping an eye on the Bug reporting page you'll notice we've been busy finding and quelching any bugs of importance as quick as possible, ready to start adding fina

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[quote who="-Ue_Carbon" reply="856" id="2351090"]Hear ye, Here ye!!!! Step right up and download Distant Stars Map Pack 2!!!!!!!!!! 47 maps!!!! Including new DS version of all the standard SoaSE maps! http://www.mediafire.com/?xm0mgoljnmd Hope yall enjoy these maps along side my other maps![/quote] This will be included in the mod from the next patch onwards ;) [quote who="CyberwormXT" reply="857" id="2351257"]Say, would it be possib

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Alright guys and gals the moment you've been waiting for is here, the Distant Stars website is now live including it's very own blog. I must warn that currently the Gallery and Maps downloads sections are still under-contrstruction. http://distantstars.mmobase.com However from now on to report bugs please use the webs

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Im proud to finally release Patch 0.85! Distant Stars 0.85 Change Log: - Advent 100+ Shield Mitigation has been removed - Trade effectiveness has been lowered to help balance resource gain late game - Planets have had their gravity well & populations re-balanced according to size (more of this to come) - New Planets added Ancient Citadel and Unity - New Star and Companion Star Magnetar - New Variations added for Plasma Storms, Magneti

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Just out of curiosity as i'd like to make the mod more enjoyable to more players would you prefer if I were to speed up the gameplay of the "Fast" setting mode leave slow as it is and have the normal setting as an happy medium in between the two? or would you prefer I leave the game speeds alone as they are now? You'll be glad to know any bugs we've found so far during testing the next patch have been minor & fixed already :)

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If you're wondering what has Carbon so happy, as promised the first Internal Testing patch has gone out today for initial testing with (hopefully) a follow up patch being released tomorrow with some more changes/fixes once I finalize them ;) Here's a quick galaxy screenshot, I personally havent had any crashes loading this 400+ planet map on highest graphical settings, so here's hoping neither will you: <img src="http://mmobase.com/files/sins/other/GalaxyPreview.jpg" alt="" wi

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Hi all, thanks for your continued support of the MOD and apologies for not posting sooner. We're still around and continually looking in to the problems you report or suggestions you make as Ryat and Carbon have mentioned the next patch is still underway and I bring good news the next patch will be undergoing testing over the next couple of days once I finalize some of the changes. With any luck it will be released later on this week aslong as there are no major bugs found. You will b

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Hey all, I know it's been a long time since I've posted it's been a hectic few weeks for me irl just thought i'd let you all know im still alive and we're still working on the mod. Apologies for the lack of updates recently but there will be one in the near future now my work load has decreased somewhat. Sorry about not replying to my PM's I hadnt even realised I had so many lol I'll get around to replying to all of those asap although Ryat im sure your's now somewhat void due

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First off let me apologize for not posting replies to your questions recently, I've sadly been extremely busy irl and it's only going to continue over the weekend, no weekend off for me! However I have the 1.03 compatibility patch finished, which you can download here: http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Beta_0.82_Patch_[33515834].7z <

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The new full download is available and appears to have uploaded correctly it can be found here: http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Beta_0.81_[33515597]_v2.7z [quote who="Tomb616" reply="22" id="2228734"]Loving the mod, but just had a minidump error when selecting the ability on the Advent Halycon carrier that lets you see planets (

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Okay guys quick update for you here, apologies for not posting the forge tools sooner however I havent had time to test them thoroughly as of yet so if there are any issues let us know here if possible. http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Extras_0.81.7z The full download of 0.81 I have just discovered corrupted upon conversion to binary &a

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First off let me apologize for not getting the full download available sooner it should be uploaded in the next couple of hours hopefully. The download & the galaxy forge pack(s) will 100% be available tomorrow as I have plenty of time to puti t all together, on to your questions & comments... [quote who="HK_davidpatrick12" reply="14" id="2221194"]how do i tell which mod version is enabeled? I have version 5, 6 and now 8 in my mods folders. i removed the older ver

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[quote who="Mooster" reply="11" id="2221030"]Ok, just to say great update, however, there is a major bug which will prevent any building to be done. On the volcanic planet there is the ability called Volcano's Ion, which does -0.8 antimatter, the -0.8 is green and that is stopping any building is to be done on the planet. Apparently the constructors uses antimatter to do building[/quote] Wow, cant believe we missed that one with all the other things we ended up fixing.

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Sorry for the day's delay on the release of patch 0.8 however I had to fix a rather annoying minidump error which has now been cured. http://www.blacklotushq.com/sins/entrenchment/DS_Entrenchment_Beta_0.8_Patch_[33515597].7z The full download will be coming tomorrow which will include the new Galaxy Forge files for those that map design.

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[quote who="Ryat" reply="1" id="2210892"]Another minor point with TEC research. Advanced Arctic Colonies should be Advanced Tropic Colonies[/quote] As vigilant as ever Ryat, thank's for the report, it's been fixed for the next patch. [quote who="Haerzog" reply="2" id="2215681"]I have had no problems until just a few minutes ago, when I get mini-dumps on demo_map 1, the stars and anomalies one. Whenever a scout enters the White Companion Pulsar zone it mini-d

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Hey all, sorry about the lack of response from me on here lately I've been extremely busy working on the next patch and with work irl. The minidumps at the moment are proving very hard to track down due to their randomness. Despite most of you reporting the problems using the full download (which is the identical version I have been using with no problems) the errors are still there. 0.8 is looking promising as from what we have tested so far (400-800 planet galaxies with no e

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My god that thing looks fantastic! Dont suppose you'd like to model for Distant Stars now would you? :P Honestly as to your problem im not entirely sure, sadly i've never modelled for Sins either >.

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It sounds to me like your looking in the wrong place for the problem. If you cant select the race to actually play as there's more than likely a problem with the PlayerRACENAMEHERE.entity For example at the top of PlayerTech.entity: TXT entityType "Player" raceNameStringID "IDS_PLAYERRACENAME_TECH" canColonize TRUE isPsi FALSE isSelectable TRUE selectablePriorty 2 capitalShipNameType "CapitalShipTech" starBaseNameType "StarBaseTech"

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Reply to Speed Mod in Sins Modding

Here's the download of the files I just converted: http://www.blacklotushq.com/sins/other/1.02_Text_Entrenchment.rar Should work fine for you mate

10 Replies 5,802 Views
Reply to Speed Mod in Sins Modding

Here's the game speed enhancer I use when I play with some of my friends. This works with entrenchment 1.02. Throw it in to your mod directory & load it from the settings directory and play away (you'll both need the mod running). http://www.blacklotushq.com/sins/other/SpeedMod.zip Also note that only the "Fast" game speed has been increased in speed!

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This problem as far as I can tell is that it is hardcoded to: Asteroid Ice Volcanic Terran Invalid You cant actually add to them, you'll notice also that if you convert a file into Binary with an invalid type in it, it will automatically be converted to "Invalid". To get around this with distant stars I have used Invalid as a type of planet, and re-categorized the planets under these names to get the effect I wanted. I have to admit it is an a

8 Replies 6,623 Views

[quote who="sangamc" reply="19" id="2176336"]1/2 an hour for a response! thats another reason i love this mod. thanks Nacey ps; i dont know where you got the opening theme music from, but that ish is epic. i made it the ring tone for my iphone![/quote] hehe not a problem, glad you love the mod! The opening theme I believe is by "E.S. Posthumus" not sure which album. It surely is epic isnt it?

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