New release is up and running. For information on what was included in this release refer to the two new sections (Uncolonizable Abilities and 4 Strike Craft per Race) located at the top of this thread just above the pictures of the mod. Also, take note that I have decided to once again include bailknights graphic mod as well as volumetric explosions in the main download, so there is no need to download them separately. The reason I did this was through a lengthy conversat
Ordian
Heads up everyone. I am set to release the additional features I have been working on eather tonight or tomorrow (aiming for tonight). The changes I plan on giving to you is the Uncolonizable Abilities as well as 2 additional strike craft for each race that I have mentioned in the above thread.
Make sure you have downloaded the latest entrenchment version1.01, Version 1.0 has a bug within it that kept the expansion from reading mods placed in the mods folder.
Okay everyone, I have added a new feature that will be coming with the new release. There will be two additional strike craft per race; Intercepters and Light Bombers. Intercepters will be strong vs fighters as well as bombers and faster then eather one, yet quite weak against everything else. Light Bombers will basically be strong against medium to heavy armored frigates, such as carriers and flak, and will travel at speeds that are faster then bombers yet slower then
Actually, the mod works fine with the files being separate and there is no need to place them back into the windows folder. If you wish, you can even delete the folder without incident, but if you leave it in the mod won't be effected.
Its just a typo, due to my continued lack of sleep I guess. It will be fixed come the next release. Thanks for the heads up though.
[quote who="Ordian" reply="3" id="2082253"] Okay ladies and gents, I have released the consolidated version of the Mad Scientist Mod for Entrenchment and provided links to both the threads and downloads of the other mods. Take note that the version of Volumetric mod was one that I created and uploaded, but it is only temp solution until Mansh00ter releases the entrenchment version of that mod. Also, the numbers beside the mod names are the recommended priority of th
The files will work without converting them back to binary.
Very nice. While I do hope that I was able to fix an issue that I was not even aware of, I really do not hold myself out to be that lucky. If you guys have any continued issues with this please let me know, and if you could also tell me what mods you had active at the time that will also help out in the diagnosis.
Astraia : Um, sound like eather a game bug or a graphic bug. What mods were you running at that time along with mine? <span style
Okay ladies and gents, I have released the consolidated version of the Mad Scientist Mod for Entrenchment and provided links to both the threads and downloads of the other mods. Take note that the version of Volumetric mod was one that I created and uploaded, but it is only temp solution until Mansh00ter releases the entrenchment version of that mod. Also, the numbers beside the mod names are the recommended priority of the mods that should be set within the game to get
[quote who="SpardaSon21" reply="25" id="2081773"]Why do people think that us vanilla people have the manifest system!!! [/quote] SpardaSon21 : In response to your post before this one I had stated that the vanilla version of the mod is still going to have the graphic mods within it a
I am also have similar success. I have been working on consolidating the files in the mod and removing the graphic mods and files that are unchanged in order to cut down on collision of files between mods. So far I have reduced the download of the mod from 250mb, to a whopping 98mb, and have tested the graphical mods along with it in game and they do work as long as they are in a spacific order on the list. (First is Mad Scientist, Second is Bailknights, and third is Volumetric Ex
Yep, which is the problem I am having in including both mods in the latest entrenchment release. I am currently working on this. Thanks OWA for the heads up
Well, the fact that you were able to connect with your friends on multiplayer is very helpful information indeed. Without further information on the game freeze and minidump I cannot be sure that the issue lies with the mod or the game, but it does let me know that there is a "possible" problem. Thanks for the report.[e digicons]:D[/e]
Darksxx : Very awesome you got it working. The hotfix seems to have evaded many people due to the fact that it was release so close to the entrenchment release. As for the Ion Cannons, I would have to look into them further. Also, thanks for your report on the multiplayer tes
Darksxx : The mod needs to be placed in your mod directory and not your game directory. What you need to do is remove the mod files, and put the organial files back into place. When you go into the game, go into you options menu and then into your mods menu and click on the button that
SpardaSon21 : for the Non-entrenchment version I will be leaving the other mods as they currently are until there is a system in place that will allow for different mods to be merged in game. <a id="ctl00__Content__RepeaterReplies_ctl07__LinkUser" class="hand" title="Click user name to view
OWA89 : No problem. This thread has gotten a lot of feedback since I posted it, so it has been buried pretty well in the thread. Also a note to everyone. I will be working on removing both volumetric explosions and bailknight graphical mods from my own, as the new mod system make
If you manually delete the folders after the uninstall along with the files that will take care of any hidden files. However, you have said that you get errors when trying to decompress the mod, and I am thinking that is your issue. You should not get errors when running win zip, as I have yet to come up with any errors in trying to recreate your problem.
OWA89 In my reply when I announce the release of Mad Scientist v1.5 (reply 244) I explain I am still working on that issue. I saw that Annatar was working on making that mod compatible, so instead of doing the same work twice I decided to wait for it to be released. Now that
Valkajin : Very sorry to hear that bud, and i wish I was of more help. Unfortunately I am quite confused on you particular situation and what the cause of your issue could be. <a id="ctl00__Content__RepeaterReplies_ctl21__LinkUser" class="hand" title="Click user name to view more opti
No problem Simon, glad you got it fixed.
simon9one : Eather you have a bad download, changed files, or applied another mod along with this one to create that effect. The fleet tree works fine here, and I have removed the background textures within that tree itself (the black boxes), so the fact they are displaying means something wa
It is an issue with the entrenchment version 1.0 not activating mods, but they have released a fix for that. Jump on Impulse and get version 1.01 and try it again. edit: make sure you move the mod to the new mod folder that the 1.01 version will put on your computer.