[quote who="borg154" reply="11" id="1864825"]having same issues with the satelite soon as i click to build it i get multple clicking sound then the minidump have tried several times even started a new game different map [e digicons]:([/e] [/quote] Is this with the newest 1.01 version? Have you tried redownloading from the link at the start of the thread? -dolynick
dolynick
Heero, This is not the full Stargate Invasion mod that has it's own thread elsewhere on this forum. This is simply a single new race. I was working with the SGI team for a while with the idea that this Ancients mod would serve as a basis for the Asurans (replicators) and I was working on the Wraith for them but I've moved away from modding in general these days. In some ways this mod might have some similarities to what you may see in the full SGI mod but this is not
[quote who="The original Jean Luc" reply="22" id="1858578"]The Atlantis race, it has the same avatar as the TECH Novalith Cannon. Once researched, if you select to build one it crashes.[/quote] You mean the Lagrangian Point Satellite? I've been building them in my own private games without a problem... So you research it and the icon becomes buildable right? You're able to mouse over it without a minidump I assume. You click to build and then place it?&
[quote who="FAPotato" reply="18" id="1855886"]I get a mindump error when atlantis levels up to level 2 [/quote] I'm at a loss with this one. The Atlantis is the first capital ship I build in every game I've played with the mod so far and I have not had any minidumps in play from the Atlantis. I've had several up to level 10 with no problems. Are you sure you extracted and installed the mod properly? Are you using the latest version (1.01)? [quote who=
Sheppard93, Kitkun's advice is good. I would start there. I can't tell what the specific problem is exactly from the Minidump message but a minidump when enabling the mod is almost a sure sign that it cannot find a file it is expecting and trying to load. If you are indeed using a different language version of Sins then that is the likely cause. This mod comes with only an english version string file. You should be able to rename the file as Kitkun sugg
therealjcool, I don't think the lagrangian beam will ever auto fire properly. It's essentially the same as the Radiance's Cleansing Brilliance which never auto fired properly either from what I could tell when I played Advent. Personally, I don't think you'd really want it to auto fire for you anyways. It's too important of a blast and too long to recharge to let the auto fire AI pop it off at some silly little target. The next update will see the width of the area of effect reduced
Timelord, That path sounds about right. To be sure start SoaSE and go Options > Mods. Click on the "Show Mod Path" button and the game will tell you exactly where it is looking for the mods. If you've extracted this mod properly you should have a folder named dolynick_SG-Ancients-1.01 and the same showing up under the mods section in game. -dolynick
[quote]I'm loving this mod, however, I'd like help in modding a certain aspect of the mod for personal amusement.How can I change the Atlantis City Ship, or the feature in itself of "Drone Swarm", to fire 100 drones, as compared to about 20 as it seems now?I'm playing against 5 enemies on Unfair settings, just when I thought I was doing good I got a 50+ ship fleet sent down my small fleets throat, and found myself just like the ancients in stargate vs. the wraith, but without the firepower to wi
No, all ships benefit from the gates. The Jumpers are meant to be small, short distance vessels though. They are essentially the same as strikecraft but with a few extra abilities strikecraft cannot have. They're cheap (for Ancient ships), fast to build and pack a decent wallop but they are basically limitted to one planet unless you have gates (or can wait a long time for them to travel between planets without). They should definitely be able to stop a rush against an ancien
Ok, I've updated the thread with a new download for v1.01. I forgot to update the readme.txt but the only change from 1.00 is a fix for a crash causing oversight in English.str. Hopefully this solves the crashing for those of you who have been posting above. -dolynick
The Jumpers are supposed to be extremely slow phase jumping from one planet to another without a spacegate. The ability that is giving you the minidump is the "Sublight Engines Only" ability, which talks about the lack of hyperdrive engines and thus extremely slow interplanetary travel for the jumpers. Once you have space gates built at each planet, jumpers will phase jump between the two planets almost instantly. You don't have to "do" anything to make gates work. Just build them an
If Ironclad is based in Vancouver they may all be on holiday right now. Each province is a bit different but it was a long weekend here this weekend. I wouldn't start to wonder until it hits mid-week and there is still no apparent response. -dolynick
I would have never expected such a hard limit on string file length. It really is a shame and definitely will hurt modding efforts in the long run. I can only imagine how much trouble that limit will cause a massive mod project like 7DS in the long run. The SG Ancients mod I created uses 153 unique entries alone and does not contain custom strings for everything (no counter descriptions for instance) that could use one. If Danman were to add the Ancients to 7DS, it would use nearly a
Are you sure you have the mod installed correctly and loaded when you are starting a new game? If there is a player entity file loaded then you should see something or get a crash if there is a problem. -dolynick
I meant 5409 entries inside the english.str file itself. If, for some reason, you do not have the correct english.str in the mod's \String folder, then you will be missing all the custom names and descriptions for the Ancient stuff. If you are loading the mod, going to start a game and selecting a team and you find a team that says "String Not Found" or something of that sort, then it's almost certainly the case that you have the incorrect english.str. -dolynick
Kosher, No, I haven't got any new models for use in the mod. Yet. I'm not sure why you're not seeing the new race. Everything was, and continues, to work fine for me. Verify that playerancients.entity is in your gameinfo folder. If you're getting a "String not found" error then make sure english.str is in the String folder. It should have 5409 entries I think. Sandwmike, Instructions for installing the mod are in the readme.txt although they do ve
Just did a quick test in dev mode. Built 8 military labs, a drone platform, a lagrangian satellite and then another drone platform. No mini dump. Not sure what is causing the issue for you. -dolynick
Danman, I know I've been dragging my feet as of late but I just updated the Stargate Ancients mod to a v1.00 release. [link="https://forums.sinsofasolarempire.com/314779"]Stargate Ancients[/link] If you are still interested in including the mod in 7DS then you may want to use this version instead. Also, you mentioned having some models that might be applicable to this mod and if you are willing to share them I can probably find time to update the mod and incorporate t
Ok... A little overdue but better late than never. I have updated the thread header with the download link to the v1.00 release. Version 1.00 Changes: --------------------- -Adjusted range and damage of Lagrangian Point Satellite. -Adjusted fleet supply cost of capital ships -Adjusted toggle on/off antimatter cost of Atlantis shield expansion/collapse. -Adjusted Atlantis shield expansion to provide 100% shielding of recipient vessels. -Created custom par
Yeah, I played around with the autofire settings on the defense sattellite and it doesn't do a very good job of firing on it's own. I did fire once or twice automatically for me but generally speaking it seems to be best when manually fired. Cleansing brilliance is the same way on the Radiance, which the basically what the defense sattellite has so it's not really a big surprise. With such a high mana cost and cooldown period, I suspect most people will want to manually target it anyways.<br/
Yeah, sorry for the delay. Life has been throwing me a lot of curv balls lately and really sapped my desire to mod as of late. I know I really need to release and update. I'll probably call it v1.00 and that may be it for a bit. I have tested with the dev mode already and everything is fixed up about as good as it's going to get in that regard. I will try to get v1.00 soon. I suspect Danman is waiting for it as well for 7DS. -dolynick
[quote] As far as coding goes, we have sort of combined forces with Dolynick and his Stargate Ancients mod. And since he has the Ancients nearly completely done, it will be relatively easy for him to reverse engineer that research/ships/etc. into the Asurans. With a few minor changes, the Asurans will probably be one of the first done. Dolynick is currently working on coding the Wraith side of the mod. With Dolynick doing all of the coding, it has allowed me to focus more on the particle eff
[quote]i never got a mini dump and i think it was awsome I would recmomend changing it range to the entire gravity well and also expanding it to any neighboring gravity wells if possible its current range makes it practically useless.[/quote] It was never intended to work like the other race's super cannon but instead be more of a super-powered defense satellite for the planet hosting it. That said, after testing it again following martaq's report (could not get it to minidump either),
I had built it during my testing and it was working but I will take another look at it. I may have made a change since I last tested and mucked it up. -dolynick
Actually, I believe they called themselves Alterans. Being the precursor race to just about everyone else in the Stargate mythology they were then referred to as the ancients by everyone else. -dolynick