[quote who="Ordian" reply="22" id="2049775"]Okay guys, heads up. Looking how long it is going to take to convert the mod for the entrenchment beta yet again (6 hours before) and time constraints from RL that I have I need to announce that unfortunatly I cannot keep updating the mod while the expansion is in beta form. For me to weekly work on making it compatible is taking away time to work on the 1.5 version I plan to release shortly after the beta is over, as I have to set&
StarFallArmada
I just dl the newest version of the entrenchment Beta and so far it does not work with 1.4b. Just a heads up. A modders work is never done eh? Hopefully the memory optimizations on it will help with mod crashes too
Bug report for Newest entrenchment Beta version. Looks and Plays great however i am getting a crash bug at similarly timed intervuls but with no common trigering factor in game. It is not a Minidump but just a plain crash. My guess is it could be Pirates trigered, but i can not test this because im going out of town tomorow. I did not get this crash from the new Beta before loading up the mod. Hope this helps and ill check in a few day when im back. Great mod. Keep up the fantastic work
I had this problem too. All i had to do was open the Mods Folder and take out whatever mod i had autoloading before the update and it started fine
[quote who="Ordian" reply="9" id="2040180"] as of right now the Mod does not work with the New entrenchment beta released today. tested it just after dl the update Lol, was in the middle of uploading the new version when you posted. Download the new version (1.4b) and you should be fine. [/quote] Heh. Wish id have known. I played the new beta sans mad scientist for the rest of the night. As to the mine removal ability on planets it wasnt working for ad
as of right now the Mod does not work with the New entrenchment beta released today. tested it just after dl the update
from the text i think it is saying that this is an update for both entrenchment and vanilla sins...could be wrong...
[quote who="Nacey" reply="10" id="2016586"] This MOD is compatible with game versions 1.1x as far as I'am aware 1.11 to 1.12 were minor fixes & tweaks made to the game by the developers nothing that would affect the MOD's functionality.[/quote] I play it on 1.12 without any problems besides the one ive mentioned. So as far as pre- entrenchment its kid tested and mother approved :-p
Ok. Lets all stop being Entrenchments crazy ex girlfreind. Step back. Take a deep breath, and be patient. Im itching for info on updates too. I cruise the forum every day looking for beta updates from devs and I even made a post similar to this. However i saw the error of my ways. These guys just got back from vacation and they are busy working thier keisters off to get us a worthwile update sooner rather than later. Lets all join digital hands and do a big digital meditation. If you cant sta
Another bug report...though im not sure if its a bug exactly. The vasari heavy cruisers texture is all wonky, like somone put it on there sideways. There was also a TEC ship that was like this but i forgot which one. sorry. Good news is i havnt gotten a single minidump since i started playing with Pirates inactive. Once thats fixed the stability should be pretty good.
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 quoting="post"] Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few. 1. All races star bases move 2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700% 3. Revamp Mines on Advent and Vasri 4. Starbases take more money and
the beta forum has bee filled with all the faults people find with starbases and mines (Im one of those voices), so i thought id start a thread about what i think they did right with Entrenchment from the start. Some of this might be from 1.1 but ill point it out anyway. First off. Little changes. Most of the ships have autojoin fleet on not exept the ones you wouldnt want. when you add more ships to a fleet it keeps the jump togetther setting so you dont have to keep on hitting it when you r
[quote who="Margor" reply="8" id="1995450"] Finally, my biggest pet peeve with mines at the moment is when playing in AI mode (as TEC), and I am allied with a Vasari etc I notice that they are dropping mines off all around my planets gravity well when they come to visit! Pretty rude and undiplomatic. Also means I can only remove them when I become their enemy. Would love to see mines are only laid in an area when at war with a party or when you are setting up defences
i had this prob too, exept it was on several of my SB. Not all but more than one. That wasnt as bad as the fact that my fully wep upgraded TEC SB's are not fireing missles or beams, but just the basic laser batterys
somthing else kind of screwy about mines....In the entenchment announcment they said each race would have mines that did diferent things depending on the races theme. This didnt hapen if you will notce, despite the fact that i thought would be an absolutly great idea. As it stands there is one unique mine on the vasari minelayer (and it rarely autolay's it) and the rest are "oh hey your kind of close, Boom!" kind of mines. I say we demand mines that actualy do different strategicaly relevant
I hope somone answers because im curiouse about this too. Im enjoying the beta bue im not enjoying only having 5 planet typs and a very limmited selection of planetary effects...I heard some talk about things made for 1.2 generaly working for entrenchmant but i havent tested this myself. Seriously....starbase orbiting a naval bas planet? too frekin awsome
i dont like paragraphs. they scare me. Perhaps you would like to tell me where this beta forum is. Ive only seen postes about entrenchment here...
On the other side, laying mines where you want them needs to be easier for vas and advent. My sugestion would be that you have the mine layer lay a minfield in a location and thos mines are maintained in that area as long as the mine layer is assined to it. If you move the minlayer away and the mines will start to break down and destroy themselve after a certain amount of time. For the tec just have a limmit to how many can be maintaind by the planet at one time, and have the fade after a cer
[quote who="psyck0" reply="2" id="1981779"] I'm not sure I WANT my starbase to move, but it really, really needs a hold position command.[/quote] They do have a hold position command if you go into tactic managment. All ships and def structurs do. Its on the engagment range options. First thing i looked for when my vasari starbase had to be sheperded back to a usefull spot....damn wave throwing sheep. I think they should not move because the whole point of th
There is no real way to get rid of mines. its that simple. Scouts can see them but when they do the mines flash in an out of phase so even if you have a ship that can destroy them nearby 70% of its shots hit an invunurable mine. Now this is already a bad thing if mines were few and far between but it could be worked around because they would do good dammage but wouldnt be a fleet ender cause they would be slightly rare. They are not few and far between, especialy if you play against AI who sp
I know that Dan doesnt want to make 7DS compatable with entrenchment for a number of reasons he doesnt need to explain again, however the beta testing (which i am doing) is showing that in entrenchment they are changing at least a few hardcodes including adding to the number of diferent typs of squadrons and abililities a ship can have as well as having reserch be able to change the model and texture of somthing in game when it completes. Im prretty sure they are finding more since they
Are you going to make this cpmpatible with entrenchment when i comes out? I was disapointed to learn that danman was not making 7DS for entrenchment (though im still hoping for a solar sins adaptation). I like entrenchment but i know it could look so much cooler with This and Bailknights effects and sins plus planets...
I asked this on the 7DS forum but ill ask here too. I know Danman said he will not be adapting his mod for entrenchment, however will the sins plus planets be addapted for it. Id real love to put a starbase at a Old naval base palnet and watch soone try and take it :D
[quote who="StarFallArmada" reply="14" id="1926921"] Quoting Maxsim_Goratiev, reply 10 Guys, if you game crashes, put you grafics setting down! For example if it crashes on very high switch everything to high, and so on! Also, now we have wiki on the website! Wait. I have a top of the line comp and i tried playing the mod with just the vinilla races on a map with none of the new stuff and im getting a crash 30 seconds in everytime