Went ahead and PM'ed you a link. Posting a link to a mod in a different mods thread would be kinda rude.
Ordian
Okay guys, just wanted to give you an update on the progress for the mod. I am still on track for the next release to be very close to the release date of entrenchment (25th). In fact I am expecting that by that time rolls around I really should have little more to do other then convert it in order to make it compatible. Plus I have also decided that it would be better that I kept the mod up to date in case there are any further beta releases before that date. That w
Here, let me go ahead and give you a refresher. Here is a direct quote of your post. Let me go ahead and highlight what I am talking about. [quote who="SpardaSon21" reply="17" id="2061808"] How about stealing and modifying the research tree from Ordian Mad Scientist mod too? Oh and ditch the "e" from "Solar" in the top of your OP. Yo
You would be correct Alpha. Mansh00ter, if you would like then feel free to use the explosions.explosiondata file from my mod to make your own compatible with the new entrenchment. You probably could just upload it as a patch so people can choose between entrenchment version or vanillia.
[quote who="SpardaSon21" reply="17" id="2061808"]How about stealing and modifying the research tree from Ordian Mad Scientist mod too? Oh and ditch the "e" from "Solar" in the top of your OP. Your mod says it for Sins of a Solare Empire. Yeah, I'm sort of a spelling/grammar nazi. [/quote] Huh, I don't keep up with this thread for a cupple of days and find the heart of a conspiracy. Just for future referance, people tend not to ta
I read your thread last night and while I did not respond to it, it did peak my interest. I know that at this time there is really no guide to creating research, as I had to learn it through trial and error, and that I perhaps could create one for everyone to learn off of. So, after a day worth of thought into it, I am going to go ahead and write one up, but I will have to wait until entrenchment is out and the 1.5 version of my mod is released before I will be able to gather up t
When you make a stop at a red light, and expect all the cars to start shooting at each other. "TAKE THAT ONCOMMING LANE!"
Astraia : Thanks for the report, as it confirms that the mod is stable in multiplayer as well as singleplayer. Lets me know that if any problems come up that they are unique and probably not due to the mod itself. <a id="ctl00__Content__RepeaterReplies_ctl04__LinkUser" class="hand" tit
Very Sweet indeed! I have gone ahead and updated the thread proclaiming v1.13 compatibility. Thanks Harpo
@ OWA89 Here, let me answer your questions in stride. As for the swamp planet having a universal ability, absolutely! If you sit back and think how swamp planets would benefit every race on a realism standpoint then Swamp planets would probably be highly prized by all races, for the fact that while it is full of life it is also in a constent state of decay. Everything rots in a sw
I have also decided to add a teaser pic to wet your appitites a little. The picture is of the TEC fleet tree that I am currently working on. Take note, that the final placement of these new technologies is yet to be completed, and the ones requiring starbases may very well end up in the Defense Tree (the two columns of planet techs on the right) while the others will more then likely remain here, just repositioned and jossled a bit. Also, I will be adding even 
Okay, after taking your replies into consideration, I have decided to progress into providing universal as well as racial abilities to planets. I have provided a list at the top of the thread under Changes for Next Release to give you more of an idea of what I am planning. All abilities shown are working and have been programmed, however if there are any questions, concerns, or ideas I am always open to them and it is not too late for me change things. As of right now there
Install the game via disks and install the 1.05 patch found here .
[quote who="StarFallArmada" reply="15" id="2056963"] Simple awnser is both but not the way your thinking. I think certain planets should have an ability just by virtue of it being that kind of planet (ie Naval Base Planets have the targeting computers and Urban have big trade centers because no matter who owns them they would still be these things). This way you retain that certain planets will have an intrinsic value to fight over. Now add to this your system of race specific planetary
Okay, quick question guys, as I need some outside opinions on this. Should planetary abilities remain strickly race oriantated or should all races have access to them? The reason I am asking is I have been tossing this through my head for a while now and I am yet to come up with an answer, and thought I would ask those who probably have more experiance playing my mod then I do. I could also grant all races to the planetary abilities, while making them more effective to
Yeah, I read that as well. Will be quite nice when the expansion is out of Beta.
JMan30 : Unfortunately there is no way to rollback the game via impulse awolfhk : Very nice.&nb
Negative. The current versions are compatible with v1.1, 1.12 and Entrenchment only. I have not had the time to make it compatible with v1.13 as of yet.
Yeah I did. I just have been joggling around whether or not I should keep updating the mod myself for entrenchment, and might go back on my previous plan and continue doing it. My train of thought right now is that while it does take away time from getting the 1.5 version of the mod into the public hands, it also keeps me updated on what changes occur in the file structure, such as the issue that you had brought to my attention. Makes me think that it might be better for me
OWA89 : The industral planet file that was included in the previous patch was merely to increase the artifact level of the planet so the Planetary buffs would work properly, not the planetary abilites, so that file did not have an effect toward the problem you were having, but as you can see from m
Okay guys, after some research into the Planetary abilities in the Entrenchment version of the mod and I have fixed it and applied it to the new patch. Entrenchment ability files are slightly different then Non-entrenchment ability files in that you must specify what "space" the ability will be used (normal or hyperspace) while in previous version you did not have to specify such. An example of this below: <span style="
Okay I have added a link for a patch to fix the errors given to me by harpo. The zip contains the files needed for the repair. To install just unzip, and within the patch folder is two folders containing the needed files. Move them into the v1.4c mod file and copy over. Thanks again to harpo for making me aware of the errors. If there are any other issues please let me know.
Lol, good god! Can't believe I went this far without every learning that one. Thanks Kitkun
??? I do not get error messages even in the windowed game. The only time I get error messages is when I am running a developer.exe to play the game. Do me a favor harpo, when in game press Ctrl+Shift+Period and see if a debug menu pops up.
[quote who="harpo99999" reply="5" id="2050223"]further errors caught when loading a map are as follows ResearchWindow GridPoint Duplication: RESEARCHSUBJECT_WEAPONRANGE_GAUSS RESEARCHSUBJECT_WEAPONDAMAGE_BEAMTECH0 ResearchWindow GridPoint Duplication: RESEARCHSUBJECT_ABILITYACCESS_SLOWPOPULATIONGROWTH RESEARCHSUBJECT_WEAPONDAMAGE_BEAMTECH1 hope these help harpo [/quote] Okay, I was unaware of any grid duplication, so