Darkxx: I never said my mod didn't have a bug in it, but I did ask that you stop saying it does without proof. When I did make the diganosis that it the issue was coming from your end, you got upset, or as you had told me, were insulted at that conclusion. In result you began to make some rather rude an unnessary accusations about my both my ability as a modder and my work ethic, implying me as lazy. Not only that but you tried to insult me in my job title in th
Ordian
Okay, sent you the pm with my email on it. Also, don't worry about darkxx. He is just mad at the fact that I cut him off from any more of my assistance due to a conversation we had via pm that went sour.
[quote who="Darksxx" reply="18" id="2098657"] Yea it is interesting that someone found a bug isnt Oridan? damn I guess there must be more then dont ya think? seeing how your mod interacts with the game and does and cause crashes to happen. hmmmm interesting! [/quote] Darksxx</sp
Yeah, I can see how the interpretation could go both ways. Anyhow, No problem. Glad to help.[e digicons]:thumbsup:[/e]
[quote]I found a bug with 2.2b, i played the doppleganger map (i think) and apparently every ship i had that went throught the plasma storm was stopped and i saw maxspeed and max accleration increase on the bottom of the info. [/quote] Interesting. Just got done testing it and it worked okay on this end. Weird as Magnetic Cloud is the one with the speed debuffs. Do you happen to have save game file that you can get to me. Also, has anyone else experienced this?
Negative. With entrenchment you are able to run both of them together, so unlike before you do not have to separate them.
No for the first question, and yes for the second. You are able to run both versions of the game separately.
Okay guys. Just wanted everyone to know that going further into the strike craft of each race, I have decided to do some serious expansion within that area. I believe that the system could use an overhull, and be made into something deeper then what it provides. I have annouced my intensions in the above thread and I will post them here as well. Take note that none of the following is final, and all of it is up for discussion. If
Just a graphic upgrade on this release. Mainly I just put the fixed versions of Bailknights and Volumetric into it. Had some problems with certain errors that came with those mods, so fixing them became priority. I know there were people waiting for it, so I figured I would get it out there and get on with my life. [e digicons]:thumbsup:[/e] Ordian
Lol, I have yet to set a absolute date on any one of my releases, and so I am not setting one on the next release eather. It goes public when it gets done. Don't worry though, as anyone who has followed this mod will tell you, I am perhaps one of the quickest if not the quickest to get new material into the hands of my players. I don't believe in holding back new features in the anticipation of a big release, and usually get a new release out every week or two.
Heinekus : I actually planed on doing that in the next release along with some researchable abilities for each strike craft to make them even more unique as the game moves on. The main reason I released them as quickly as I did was to make sure there were no hidden issues with having the addit
Okay everyone. I have finished cleaning out the errors within the graphic mods and so I have reintroduced them into the Entrenchment version of the mod. If there are any questions, concerns, or issues please let me know. Thanks everyone and enjoy. Ordian
Axalon_30 : Truthfully, you might be able to get better answers by opening a separate thread and asking the general public. While I did put in a different opening theme, I am in no way a sound guy. It is just not an area of modding that I am completely fluent in.
The first one on the list is within the entity.manifest file while you are correct on the other three. Those were indeed placed there for future expansion. I might be doing work toward making the bonuses of uncolonizable areas more unique toward the select race, but I still have not even been able to brainstorm the bonuses I want them to have. I was no where near completing them for the recent release so I left them out of the entity.manifest so they are not loaded
I am going to answer these in order so hopefully I do not forget one. SlugwormX : Glad to have you aboard, and I am going to edit the tread above making sure your name is posted there. As with the error, I am looking into it. While it was not an issue before, I do want to g
Yeah, pretty much figured as much, but I thought I should ask before spending too much time on it only to hit a brick wall. Still might piss around with it a little, and if nothing else perhaps it will lead me to another idea. It would something pretty sweet to have, but I won't get my hope up on it. Thanks everyone! Ordian
SlugwormX : Just tried to create the error message when loading the mod in developer and clicking on a research, and I was unable to recreate it. Could you provide a little more info (race, tier of research, research tree, etc). Also, I have been thinking for a while now of picking up
Darksxx : Okay, I need you to listen to me for a sec. I can sense alot of tension in your post, and all I am trying to do is help. The resent error you have posted displays a file named Hyperspace_Travel.ogg. The only sound file within my mod is the Opening Theme, and the fil
Hey everyone. Here is an idea of something I have been toying with and just wanted to know if anyone knows whether or not it is possible. What I am looking to do is extend the power of certain abilities beyond the gravity well in which the originate. Basically, with my mod there are currently Planetary Abilities that effect the gravity well in which the planets are located. I want to instead delve in the possibility of making those abilities empire wide and not restric
Well, here is my perspective, so you can better understand my method of thought. First off, I use a custom map that contains every ship and every planet structure from all races around a single planet. It is what I use to test things that I mod in game without having to play it. Second, clicking on things with my game has yet to cause any issue other then when I forget a string or something of that nature. I read the above post and went into the game and clicked for ne
StCobalt : I am not waiting for him to recreate it. I will still be working on the graphical portion of the mod, and the main reason I excluded them at this time was so that I could have a link to a working version of the mod while I figure out and repair the others. Basically so pe
Lol, I'm an idiot!:D The file I uploaded contains an old string file, and I am currently uploading a correct version. For those who have already downloaded the 2.2 version, if you have the 2.1 version, you can just replace the string in the new version and it should work fine. I will edit this post when the correct file is uploaded. edit: New file uploaded.
Okay everyone, sorry for not responding sooner. Spent the weekend indulging in the sins of the flesh and now that I am home and somewhat sober I am working hard on this issue with the game crashing out unexpectantly. The fact that most issues do not result in a mini-dump or any information on its source, it is even more difficult to identify. As for right now I have once again removed the graphical mods from my own in an attempt to isolate the issue. This will hopefully reve
I could very well do that I guess, seeing as I have already converted it for entrenchment within the Mad Scientist mod, so I am fimiliar with the work required to do so. I should have it up by the weekend if not sooner. Ordian
GoaFan77 : The v1.4 Mad Scientist works with sins 1.11-1.13, and I am finishing up the conversion for 1.15 <span style="color: #91650