Hawkmoon72

Hawkmoon72

Joined Member # 3041286
0 Posts 7 Replies 73 Reputation

How about a simple ship add mod that adds one new ship-type to each race that has a limit of one in existance at a time (ie unique). I still think if your flagship is destroyed the race should have the option of rebuilding it. It should take a long time to build and be tougher to destroy (due to shield mit, etc). It could even spread culture faster since its presense would insire other cultures, etc. The abilities to have on the flag ship might be a combination from all of the other ship

25 Replies 16,626 Views

Ordian, ok cool. I thought that your had seperated out your mod with the other ones so that they could all be loaded seperately and that was why the download got so much smaller. Glad to hear its all one mod still. Maybe it was another mod that was planning to do that. So download is smaller now since you only include files that you have changed? Thanks again.......

847 Replies 2,496,805 Views

Just a quick question. I can't find a readme attached to the latest mod but a quick readme with load-order and list of most current mods that the MS mod works with would help answer some of these repetative questions so sorry if this has been asked before or if I just missed the readme somehow. I remember reading this before regarding load order of mods but is it: 1) Mad Scientist Mod v2.21 2) Sins Plus v1.3a 3) Volumetric Explosions & Damage Effects v

847 Replies 2,496,805 Views

Ok I took the name of the directory the mod was in and renamed it on both comps to add one word. Thne when I enabled it again the checksum on the comp that had a different checksum changed to 261523407 so now they are both the same. Not sure how changing the directory name made a difference but it did somehow. When I load the mod with teh old directory name the checksum is still different. Nothing else was changed in the mod either. Very strange but now I can play teh mod with multiplayer.</p

847 Replies 2,496,805 Views

I downloaded this mod and installed in on 2 different machines to play a Lan game. I unzipped the mod once in a common directory then copied it to machine1 and then copied it to machine2. When I enable the mod i get a different checksum on each machine. I don't have this issue with non entrenchment mods but since this is teh first mod for entrenchment I have downloaded I was wondering why this would occur and if anyone else has had this issue? I did not modify any of the files at all

847 Replies 2,496,805 Views

Nevermind I figured it out. Apparently the default conversion type is bin so when you convert a file that is already bin you just type the following: "convertdata entity filename.entity filname.entity txt" If you don't put the "txt" at the end it assumes you want to convert to bin even if the original file was bin. Thought I would post just in case anyone else was wondering as it was not mentioned in the readme.pdf that came with the tools. If this helps even

9 Replies 7,766 Views

How does the binary->text conversion work? Is it using ConvertData.exe?

9 Replies 7,766 Views