He's refering to the random names that get assigned to capital ships once built, not the ship entity name definition for the type of capital ship. For what it is worth, I tried to add custom random names for capitals belonging to my own custom races as well and was unable to find a way to do so as of yet. I haven't revisited the issue in a while though so I may take another shot at it. -dolynick
dolynick
Hey guys, I've run into something recently that I thought you might want to know about. I've been doing a bit of modding again lately with 1.1's release and have been going through the process of finishing up the Wraith race I had been working on a while back. I know from previous discussions with the team that the plan was to have no colony frigate for the Wraith and instead require them to have Hive ships to colonize planets. This does not play well with the AI.&nb
Just an update on the mod(s). The next release will be a combined mod containing both the Ancients and the Wraith. I'm currently doing some playtesting with the Wraith and making a few adjustments. The Wraith have a cruiser capable of building tactical structures at remote locations and I'm thinking that I may also create one for the Ancients as well. I suppose I'll ask a question while I'm at it as well. I created a fleet size mod a while back that I use quite
Um... Sorry but what does this mod do exactly? The description doesn't really give many details of exactly what it changes. Screenshots look really good so I'm curious. -dolynick
[quote]hey, i cant seem to get the wraith mod working, when it loads up a minidump comes up, could someone help please.[/quote] Make sure it is extracting properly into your Mods directory. It should go into folder called "DO_SG-Wraith-0.50b" and have subdirectories like "GameInfo", "Mesh", etc below it that contain the relavent files. -dolynick
I'm not sure what I'd do with the Ori as a race if I were going to make them. Really, we see only one ship and never really find out much about what it can do, aside from blow up most other ships with one beam blast. I could do up an entity for the Ori mothership easy enough, give it abilities and all that but what use it would be I'm not sure. I have one thing yet to add to the Wraith (stun mines) and I think I am about finished with them for now. I still need to si
[quote]I have been running both mods through their paces and i love them. If you put the mods thogether that would be awsome because as it stands they are not balanced but against eahch other it might be perfect. one thing I notice about the wraith darts is that they fire backwards after they have passed their target. I dont know if this was intentional but i think it gives them an extra edge.[/quote] That is odd. I gave them front firing weaons only so I have no idea why they a
[quote]Hi nice wock dolynick. I've tried the wraith they look awsome love the rapid fire looks alot like the actual hive fire.[/quote] Thanks. I tried to recreate the effect from the show as best I could. It's not perfect but it will do. Glad you like it. [quote]Dolynick, are you going to merge the Wraith and Ancients into a single mod so we can recreate the Ancient-Wraith War?[/quote] Yeah, I figured I would eventually do that. The Wraith, as t
A new race needs a new player.entity to define it. From there you then have to create the entity files for all the ships, abilities, buffs and research entries to populate the player.entity. With all those, you also have to make new entries in the string file if you want to have custom names and text. -dolynick
I've updated the thread with a link for a beta version of the Wraith. It still needs some work but feel free to give it a try and post some feedback. -dolynick
Hi Duke, Dan has already expressed an interest in incorporating them into 7DS. That was a while ago though and I haven't heard much from him lately. He is still welcome to add it if he would like to. I know he mentioned having an Atlantis model too that he could make available to me and I'd love to get my hands on that. He just seemed to be a little overly busy with the new 7DS and I'm not sure what his plans are for this mod are now. -dolynick
Thanks Haiyooo. [quote]-The city shields are awesome using it like a guardian is a kick ass tactic, but having the travel speed at 6000 is abit much, it is a city. I moved it down 2000 for my purposes.[/quote] I'm not sure what you're referring to as "travel speed 6000". The Atlantis has a MaxSpeedLinear of 300, which is considerably slower than most capital class ships. And yes, the expanded city shields really do kick ass, hehe. Especially when it's leveled
Ok, I've updated the thread with the link to the new (fixed) 1.10 release. It should work for you. Just make sure you extract the contents properly. -dolynick
[quote who="Haiyooo" reply="8" id="1951311"]crash on mod loadup ....hmmmm. Yep getting a saved mini dump everytime i try to enable the mod... [/quote] You're right. I tested the zip install I created and it does crash. I think I may have used the 1.05 reference data by accident when I built the release version. Oops. I'm uploading a fixed version right now (tested and verified that it loads). I'll post again and update the li
Been a while since I posted but here goes... Thread updated with new release (for SoaSE v1.1). 1.10 Changes: ------------- -Coding changes for SoaSE v1.1 compatibility. -Changed mesh for Ancient Reconnaisance DroneDriod1 (Supportship_PhaseGunship no longer available in 1.1). -Changed Lagrangian Point Satellite behavior type to try and fix autoplacement crash (unverified). -Changed Tantillus Cruiser Clone Frigate ability to use 500 credits, 100 metal an
Well said mjkawecki. -dolynick
I only brought up DRM in my posts when others comment that Impulse is an anti-piracy measure. I was careful to qualify anything I said with an "if Impulse is intended to stop piracy". Frogboy has clarified that that is not it's intention and that's fair enough. What still doesn't make sense about Impulse and restricting patch access for warez/pirate copies of Sins is the lack of DRM on the original retail Sins copies. There was no CD Key, no CD check, nothing that wo
[quote who="Silveus" reply="13" id="1948261"]Stardock's customers aren't being treated like criminals. I'll Break it down. It's true that for a very small amount of time you are treated in the same way as a pirate, until you prove that you are not by using impulse. Once you prove that your not a pirate you are no longer treated the same way. [/quote] You contradict yourself in your own counterargument. You say we aren't being treated a certain way and then a
[quote who="Ron Lugge" reply="6" id="1948084"] Actually, it does control pirates -- they don't get patches, so they get an inferior version. You cannot prevent pirates from cracking any known form of DRM -- fact. Even the strongest DRM will be broken. So, instead, just keep them from the patches -- with a company like SD, patches vastly improve the product, leading to a situation that successfully scr... er, fu... ah, messes with the pirates. [/quote]
[quote]We'll NEVER see the freedom of access that once existed. It's just not possible anymore. There are far too many users out there now that have no trouble with not ever paying for thier software. It's sad, but it's here to stay. These companies aren't implementing these controls to punish us, the honest, paying customer, they are implementing these controls out of self defense. How long could you survive if you only got payed for a fraction of your time on the clock??? Wouldn't you want
Personally, I'm not all that happy about Impulse. I can understand some of reasons it was implemented, particularly in regards to the bandwidth conservation aspects but my problems with it are as follows: 1) I have to install yet another application solely to download a patch. I may not have to run it all the time but it most certainly does take the liberty of installing hooks into the windows startup (check msconfig) and residing in memory in some form. I need
Yes. I managed to get DO_SG-Ancients to work with version 1.1 of the game. There are a few changes to the way things work that cause a minidump on mod load of 1.05 mods. This is what I've found so far: 1) English.str has a lot of new entries. It's gone up to 5353 from 5256 default. You need to rebuild your .str and use the new padding number. 2) All ability entities no longer use the "isPassive" T/F value. Instead they must have useC
CAPITALSHIP_ANCIENTSSIEGE.entity -dolynick
The assassin mesh and texture files are used for the Ancient Ultionis dreadknought capital ship. -dolynick
[quote who="borg154" reply="17" id="1868081"]figured out some of whats going on if you have autoplacement on and you click build satelite icon game goes to minidump but if autoplacment is off I was able to build the satilite[/quote] That's odd but explains things a bit. I never use autoplacement when I play or test so I never encountered that issue. I've been scratching my head over your reports of minidumps with the satellite because I've been using them in my privat