Yeah, I released the Mad Scientist Mod v1.5 last night, and it is compatible with the new entrenchment release.
Ordian
Astraia : No problem. I pretty much figured you just skimmed over it. garster1 : We
Astraia : Negative. In the second paragraph of my previous reply explains that I was still working on that.
Yeah, I will, but cannot think straight at the moment. Spent the last few hours working on my mod and right now I am in serious need of sleep. Will get those to you tomorrow evening when I jump on after work.
At Last, the 1.5 entrenchment version is up and available to the public! There were a few things that I was going to put in there orginally but due to lack of time to properly test them I am withholding them until a later date. The two main things were research for uncolonizable areas, such as plasma storms, that would effect starbases stationed in those areas and also research for mine upgrades. If you read the thread header you will see that I am still plann
Unfortunatly the number of blocks in a research tree are hardcoded as far as I am aware. I have tried to put in an additional block in the defense tree since the start of the entrenchment beta, as well as looked for a way to add blocks to the fleet tree within my mod, but no matter what I try or how I try to rig it, I am still unsucessful
Here is a part from the playertech.entity file NonCombat blockCount 3 block area [ 50 , 93 , 690 , 192 ] backdrop "ResearchScreenBlockBackdropNonCombat0Tech" tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorNonCombat0Tech" title "IDSResearchScreenBlockTitleNonCombat0Tech" picture "ResearchScreenBlockPictureNonCombat0Tech"
I will release the mod as soon as I can Dark, but much work needs to be done in order to convert it to the final entrenchment release. You will be able to find a link to it here when it is completed
Yeah, been speaking to Blair before he announced it, but thanks for the heads up Kit. I will work on the mod as soon as they release the hotfix. Ordian
[quote who="Blair Fraser" reply="10" id="2075668"] Quoting Aaron Moore, reply 8 Mods still not working for the final release of Entrenchment and there is no checksum #! I really would like to get my mods over to Entrenchment soon!!!!! Aaron I'm not sure what's not working about them. We've made some here and they work fine. What checksum # do you need? [/quote] There are many people having this proble
Yeah, it does not work. It appears that the game is unmoddable with the new expansion unless you change the core game files. Even files other then entities do not work, and it is almost as if the game does care to read or load any files you put in a mod, or even if it is just a change to a preexisting file. Unlike the beta 3, it also appears that it does not load the string file as well.
Well guys, there appears that there is going to be a problem with the release of the Mad Scientist v1.5 for entrenchment. For those who have not read this in other forums, it appears that with the new manifest system that entrenchment has put into place where you are able to select multiple mods at once has quite the bug in it. Basically, you are able to select the mod in the proper folder, but the game does not reconize the changed files in the mod itself. Long story short,
I am in the same boat as TohKlidan. I was hoping that they would have fixed the issue with Entrenchment not reconizing mods, but it would appear as if they have not. I even tried removing all files from my mod and leaving only the opening song just to see if it would reconize that and it was not some error in the mod itself, but it would not even do that for me. I also changed around some files that are preexisting in the entity.manifest to see if I could change th
Okay guys, a quick update. I have finished the 1.5 version of the Mad Scientist Mod and now I am just waiting for entrenchment to be released from beta. To prepare I am locating any file that I or the other mods included with this one have modified and moving them to a separate folder so when it is released I am hoping for a smooth transition, however, with the new mod system there could be some issues. We'll see just how far my hope takes me :P. Anyhow,
I cannot say why 7DS has not run for you, but Mad Scientist mod v1.4 does not work in 1.05. In order to play it you must upgrade sins to 1.1 through 1.14.
Okay guys, just wanted to inform you the 1.4 non-entrenchment version is loaded back up on filefront.
It appears that filefront deleted the Non-entrenchment version of the mod (bastards), so I will get another up and running as soon as I finish the conversion on it. Also, the entrenchment version may not get converted this time around before the set release date of this wendsday, as I am celebrating a B-Day on monday and so both sunday and monday are kinda jammed pack full of RL stuff. Seeing that the entrenchment final is set to be released four days from now, I don't think
Okay guys, beta 3 and v1.14 are set for release and I will begin working on converting the mod when they become available. Until then, if you wish to continue playing this mod I suggest that you do not upgrade to the new versions unless you back up your Sins folder and run the mod from there until I am able to get these changed over and up for the public. Due to the fact that I will be upgrading both the entrenchment and non-entrenchment versions I am unable to give an a
Okay everyone, I just wanted to give you an update, as I have made substantal changes. My orginal plan was to include planet abilities in both the fleet and defense trees, but that is being changed. I have instead removed all the other techs from the fleet tree (shields, hull, armor, hangardefense, etc) as well as the defense platform tech from the combat tree and moved them into the defense tree instead. I believe that this is a more appropate setup of the mod, as
sirphoenix : Yeah, I didn't think my mod was at fault, but I would definately rather check something out then dismiss it and the error ending up being my fault. <a id="ctl00__Content__RepeaterReplies_ctl11__LinkUser" class="hand" title="Click user name to view more options." oncli
Wolfcast, I have sent you a pm explaining where to send the file. I will look into it and give you an answer as soon as I can.
If it was a new entry into the .str file, make sure you increase the string count at the top of the file by 2 (one for name and one for description). The game wont reconize new strings unless the count matches the number of stings in the file.
Thanks for your thumbs up Danman, glad you find it agreeable to digest. As for future growth, I suggest you back away from your computer screen before I do something that blows your mind.[e digicons]:D[/e]
I just downloaded them and checked them out. Can't really tell if it is the grim reaper or not, as I have yet to hear him speak in RL (knock on wood) and I always pictured the eternal being that takes my soul to hell would be a female [e digicons]:D[/e] . Anyhow, I like them, as they do add an element of wickedness to the Marza.
Lol, its okay if you don't make sense. I'll just throw out there a paragraph or two about the mods and hopefully it answers your questions. Sometimes you gotta swing with your eyes closed.[e digicons]X|[/e] The listed mods are fully intergrated. Outside of making them compatible with entrenchment, Bailknights graphics mod and Volumetric Explosions and Damage have been left untouched in the way they work. I have yet to do any graphical work of my own within this mod a