GeneralJohnny

GeneralJohnny

Joined Member # 3302065
5 Posts 30 Replies 324 Reputation

[quote who="wbino" reply="2219" id="2900578"]Their o/p because they are o/p. And why play as the Borg? [/quote] Mostly because I have that bug where capital ships besides the borgs just end up travelling in a straight line forever while in combat, it's incredibly annoying, happens mostly in small fleets - always happens when I send a lone capital to deal with some planet militia.

5,100 Replies 12,673,989 Views

[quote who="just_jim" reply="2215" id="2899897"]You can't take on the Borg 1 vs 1... or even 5 vs 1, by using brute force... But you can beat them if you think like a Rommie... stealthy, sneaky, cunning...[/quote] What do you do when 4+ cubes supported by spheres, coffins and planet assimilators begins sweeping through your systems, sneaking won't help when your structures and non-cloakable ships are being popped in seconds, adding to that I think the borg's diamond class

5,100 Replies 12,673,989 Views

I like realistic balancing too and I agree - I usually hate it when something that's supposed to be nearly invincible in a tv show is nerfed to be just a bit better than other things in its related game, but in this situation it seems they're so overpowered there's no way to defeat them, a couple of cubes will completely obliterate anything in their path while adding more to the fleet each system they clear, even the combined force of multiple players won't defeat a bunch of cubes and assimil

5,100 Replies 12,673,989 Views

Klingon trade ships seem broken, they spew missiles everywhere like mad and are able to take down fully upgraded miranda's very quickly, did you accidently add an extra '0' to their DPS? [e digicons]8C[/e] Also I think the borg need to be rebalanced a bit, they seem a bit too uber, most of the time I can just send a tactical/assimilator cube into a huge enemy fleet and it will win and/or assimilate most of their capital ships with little effort (especially dominio

5,100 Replies 12,673,989 Views

For some reason it's started working correctly now. [e digicons]>_>[/e] One more thing, how do you add a build limit to a unit that the player can build?

13 Replies 17,600 Views

Nope, i've tried doing the most basic things now such as making a mod with unmodded entity manifest, an unmodded galaxyscenariodef in the gameinfo folder and a new entity named "capitalship_techtestbattleship", I then added that new entity to the entity manifest and the test battleship to the "normal start" of tech in the galaxyscenariodef file but the game will just crash when loading the mod again.

13 Replies 17,600 Views

The game keeps giving me undefined entity ref if I add anything to the galaxyscenariodef file, I decided to add one extra guass defense (and updated the count) to the pirate base to make sure, the game just gives me that undefined error through the dev exe and on load, the extra gauss defense gun that I added isnt there. Also if I make a new entity, the game just crashes on start saying it can't find a ref even though I added it to the player and entity manifest, why isn't this

13 Replies 17,600 Views

For example, I copied a ships entity, changed the file name to something else, then edited the stats of that ship, now how do I add it to a build list? I tried adding it to the game earlier but the game just crashed on startup, can someone show me step by step please? [e digicons]#:([/e]

2 Replies 3,069 Views

I've junked up a Kol Battleship's entity and want to make the pirates build it from time to time, what do I need to edit for it to be randomly built by the pirates? Is it as simple as adding the entities name somewhere or do I have to edit the actual AI or something?

13 Replies 17,600 Views

I've junked up a Kol Battleship's entity and want to make the pirates build it from time to time, what do I need to edit for it to be randomly built by the pirates? Is it as simple as adding the entities name somewhere or do I have to edit the actual AI or something? EDIT: I could have sworn that I started this in the Modding section! [e digicons]8C[/e] Please delete, i'll post in the right section. </p

0 Replies 7,061 Views

It really makes me mad that the developers didn't update the pack with the latest files spite the patch being out for quite a while, I carefully edited over 70 of those references only to have that error explode in my face and seeing no way to fix it, now I have to redo it all! Thank you for the help, guess it's back to redoing all of them again now. [e digicons]:([/e]

3 Replies 7,956 Views

I'm trying to edit some structures by using the reference files included with the Galaxy Forge tools but activating the mod with any of the reference files just stalls the game by causing it to spam infinite line errors... When enabling the mod with even one of the reference files, I will get this error. "Text FileArchive missing Label. File: C:\Users\xxxx\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\Booster\GameInfo\PLANETMODULE_TECHO

3 Replies 7,956 Views

I've double checked and did it all over again just incase, still no dice, the game seems to hate me. [e digicons]X([/e] I just checked the dates of the Bailknight-Entrench to the originals and it seems they are the same, are you sure you've uploaded the right files?

770 Replies 2,170,147 Views

I've tried it but it's not working for me, I overwritten the files in the main download but it still crashes when trying to load the mod. I get this in the log when the game crashes. c:\gs\entrenchment\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2247): assert! [(instantAction.instantActionTriggerType == InstantActionTriggerType::

770 Replies 2,170,147 Views