No Problem. Glad you got it solved.
Ordian
Crap, you posted that you solved it when I was trying to help. Glad you got it fixed.
My suggestion, download a version of the mod you modified, extract it from the zip or rar file it is in onto your desktop, rename it and copy into your mod folder. If it runs then it we can know it is not a problem with the mod itself, and if it does not run then we can know it is eather a mod or file placement problem.
I have not changed any files since I orgianlly uploaded it, and it runs like a gem here. Sounds like a game issue and not a mod issue. Have you been able to load it previously before this issue, and if so have you done some changes to the files that could cause it?
It should, as that is what version I am running. Make sure you have installed the foreign mod first and then copied the Mad Scientist mergeable version of the mod files over it, as the mergeable version will not work by itself. I have provided a link to their page in order to download the version of their mod. Let me know if you still have problems.
Okay guys. As you can see above I have started the process of making mergeable versions of this mod. The reason for this reply is because my well for new Research to go into my own mod has run rather dry, but I expect it to pick up after Entrenchment. That does not mean I do not want to add more until then, but it means I am in need of ideas. If anyone is willing to donate ideas for new research, or planet abilities for both vanilla planets and Sins Plus plan
@SemazRalan: Your "O'Doyle Rules" comment is noted :P @diresaint: A am willing to come up with a version of my mod compatible for yours, however, my idea here is not to merge with any other mod, but to give the players of my mod along with other mods the choice to choose the combination of mods they wish to play. Lets say people wish to play my mod with Bailknights graphics mod. I help provide that option without them having to so much copy and paste my mod
As far as I am aware the AI works find. I orginally had problems with the AI because I was exploring trying to restrict capital ship availability through research, but ceased my efforts in that as it made it run rather stupid. I have run some simulatins in developer since then and I have not run into any problems. THe AI seems to research the new techs just fine.
@ devancio: No problem. If you find any other issues, real or imagined (jk) :), just let me know @ Obscuredeath: Yea, gotta keep up the good fight, and I am glad you enjoy the extra techs. Nice to have a fan!
Okay, Heads up. I have begun a mergeable mods section at the top of the page where I will list current files that I have made compatible with other mods. If you wish to see a mod on that list then please feel free to post your wishes here and I will see what I can do.
Let me go ahead and point you to another post here . If you read through this post you will see that I have announced intentions to make this mod univerally mergable with just about any other mod, and if you have any concerns about merging this yourself I would suggest you wait for me to release a version easily mergable with Bailknights graphics mod. (basically I make a version you can copy over the original mod and Shazam!! they are merged) If you still wi
Very Interesting. Point defense cannons from the Empowerment mod would be interesting as I would need to create additional research so they progress along with everything else (rate of fire//Damage//etc), and for the More Hanger Space mod making a total of 6 squads to the hanger defenses as well as the research contained in my mod to add more fighters and bombers per squad should quell the urges of any fighter fanatic. (+9 per squad for Tec and Vasari or +12 per squad for Adve
No, the fighter research works. Make sure you are looking in the right area. The research only effects hanger defenses so if you are looking toward your capital ships, they will not be there. It also adds additional fighters per squad, and not additional squads themselves. The quick way to tell how many fighters are in a squad is to mouse over them when you are zoomed out. Fighter base numbers. Tec=6 per fighter squad, 5 per bomber squad Ad
Okay, it's not really one mod to rule them all, but that got you in here didn't it. It's more like a mod for all mods. Confused yet? Well before you start replying with hateful words let me explain. Basically I have been throwing around an idea for several weeks and now I am looking for the opinion of the public before I take the next step. For the past several months I have b
Yea, chose not to include all the planets right off because I am careful not to add too much too quick to help avoid the balancing issues and other problems I have seen far too often in other mods. In the future I could very well add other planets when I first figure out their place. Better to take it slow and steady then go too fast and have a rats nest of problems.
Kinda figured that. I just recently put in the planet abilities, and the files do look similar so no worries. :)
??? What do you mean by "you have 2 planet access ice for the advent" ???
Trial and error, my friend. Trial and error. Even in being a noob modder (this is the first mod I have ever created, or even cared to create) I did not really ask how to do any modding within the program, but instead just went into the files and began changing things. Then I would go into the game and see what I changed. Always keep a second copy of the files you are changing in a different folder as countless times I have had to use them to undo things I changed. 
@obscureddeath: Just open them with notepad and mod the file. You can convert the files if you wish, but I just tend not to as I am constently changing aspects of the game and I run it just fine without it, and seeing how you just purchased a computer and mine is as old as dirt, you probaly could run the mod fine without converting it.
@obscureddeath: Well now happy birthday. Sucks about burning out the old CPU, but sometimes it is for the better, such as the motovation to upgrade to a better one.:) As for changing the bonuses for your own personal use I would say that is your business and not mine. I tend to go the other way with my games such as making them as difficult as possible, but to each his own. Who am I to say "No, you cannot entertain yourself!" as entertainment is the reason
Well, in celebration of putting in over 70 techs since the start of this venture and to prepare for the release of the Entrenchment mod, I have decided to redesignate this mod from Soup of a Sinful Soul to the Mad Scientist in order to make it more offical and apparent of my intensions with it. I have also released additional content and upgraded the pictures at the top of the page to show where the mod currently stands, as well as discription of the changes. Hope you en
Dont worry about the screenshots, as I went ahead and checked all the planets and they are fixed now. I included the fix in both the patch and the full donwload so it should work for ya. I also noticed the Advent Gas Giant Research was not moved properly, and so I fixed that as well. Sorry about any hassle.
Okay, I have fixed the Gas Giant Colonixe Research, which is now in the Fleet Tree, and for those who already downloaded this mod I have also included a patch you can download and copy into your mod folder to fix this. @watertown1978: If you could tell me on what planets your having extractor problems that would be great as it will speed up my search and get the problem resolved. Thanks.
Sorry to disapoint, but I am no Canadian. Live in the States, but there are places here that got slammed pretty hard as well. Pretty much everyone in the Great Lakes area got hit, but some not as bad. Unfortuantly I was not one of those, and half of the city in which I live was down for about 3-4 days due to downed trees and powerlines.
Sorry for the late response to the thread, as my internet let alone my power was taken out by an ice storm here and I have only recently got it back on. Anyhow the research on colonizing gas giants was accedently left out, but I will fix that as well as looking into faulty extractors. Also when I do get entrenchment I will be putting two versions of the mod avalable for download. One for those with the expansion and one for those without it. That way everyone can