Okay, it is done (only 2 hours this time, getting repetive I guess). I have also put a note by the link to remind that it will be the final version I make compatible with the beta. If you wish to play the mod along with downloading further entrenchment betas, then copy the folder containing the beta version 0.93.006 into a different file and you should still be able to use it from there. <a id="ctl00__Content__RepeaterReplies_ctl00__LinkUser" class="hand" title="Click user
Ordian
Okay, sounds fair enough considering I did not give any forewarning on this decision and the fact that I'm a freakin pushover. :D It will be the last one I do until the Entrenchment is finalized, so make sure you do not download updates until then if you wish to keep playing it.
Okay guys, heads up. Looking how long it is going to take to convert the mod for the entrenchment beta yet again (6 hours before) and time constraints from RL that I have I need to announce that unfortunatly I cannot keep updating the mod while the expansion is in beta form. For me to weekly work on making it compatible is taking away time to work on the 1.5 version I plan to release shortly after the beta is over, as I have to set aside time that could be better used.&n
Um, yeah. That was already mentioned and I am working on it. Thanks for the heads up though
StarFallArmada Yeah, kind knew that would happen often while the expansion is in beta form, and I will have an update to make it compatible as soon as I can. Also, all the work around keeping the mod compatible has delayed the release of Mad Scientist version 1.5, but I bel
Huh, interesting. I have tried to recreate the bug without success, and with it being a crash without a minidump or runtime error I am very suspicious that mod it the culperate. If you have not already try turning down from highest to high and see if that fixes the error. If that does not then with a little more detail I should be able to investigate more then I already have. Describe the crash; does it boot you back to windows, halt
[quote]as of right now the Mod does not work with the New entrenchment beta released today. tested it just after dl the update[/quote] Lol, was in the middle of uploading the new version when you posted. Download the new version (1.4b) and you should be fine.
Alright, the mod has now been sucessfully merged with the new beta version of Entrenchment 0.92.005. I have also moved the Phase Inhibitor for the TEC into the defense tree as it was covered up by another tech in the merge with the previous beta. I have also removed the planet ability to destroy mines when you take it over to allow you to test out the new method of mine removal that the dev's have provided. If there are any issues please let me know, and I will do wha
Okay guys, it would appear that the new beta is set for release as you can see here, and when I do finally have my hands on it I will work toward getting an updated version of the mod out as I am unsure that the current version will work with the new beta but feel free to try it. It may take me a day or so to do the coversion over to the new release, and I will start on it after I get back from work, so please be patient. Thanks everyone Ordian
Thanks Carbon, your sarcasim is noted :P I was using that example to prove my idea that multiple starbases should not be used, not that I disagree with mines. I love mines, and love the potential of them.
[quote who="vunda" reply="7" id="2037713"]i know the vasari stabase is cool on how it can move, but if you are tasked with defending a planet with billions of people on it would you just build one starbase that couldn't move or would you build as many as the resources at your dispsal allowed? would you build a stabase "west" of the planet and leave the "east" and parts of the "north and south" also undefended. [/quote] I understand what you are saying here, but I am also inclined
Zakrul I just looked into that, and apparently it got covered over by another tech unlocking the Olev Cruiser when I upgraded this mod to Entrenchment. With no developer program currently for entrenchment, I have no way wheather things like this happened during the upgrade. I thank
Rheinguard As of this moment, EvilleJedi has not contacted me nor from what I read in his mod thread he has not expressed interest in doing so. He may very well want to take his research in a different direction, or keep his mod purely a work of his own, which I fully understand an
1.4 version is out! I have applied balance changes to both versions of the mod, as you can read about in the header, but also put an extra planet ability for Entrenchment that destroys enemy mines when you take over the planet. From what I gather, many people have been having problems with that, so I thought I would include it. The ability is ment to be a tempary fix, however, unless the mines remain as difficult to deal with in the upcoming releases. Hope you enjoy
I have gone ahead and added a list of things I am currently working on for the next release in the post header above, for those who may be curious.
With the 10-minute mini dump, there is little I can do until the devs release a fix or the final version. I isolated the reason for the String not found for the Unpaused, and will be fixing that, as it is just a numbering error in the string file. The English file states 6125 strings when it should have 6126, so it does not reconise the last entry in the string file which is the Unpaused entry. A pain in the neck keeping up with how many things I have put there. As
?? When does it mini dump? I have been playing the mod in Entrenchment on my computer for the last cupple of days now and have yet run into problems with it. Make sure you are not trying to load the w/o Entrenchment version in Entrenchment as well as have the latest beta of the Entrenchment mod installed.
Thanks for the support, and I'm glad you like it. I always do enjoy from time to time a boost to my already overextended ego.[e digicons]:D[/e]
It's within the planet entity files. I must have missed that step when converting the Sins Plus Planets for use in Entrenchment, but I have supplied a patch to fix it giving each planet the ability to support a starbase, as well as updating the Entrenchment version link with the patch. Thanks for the report. The zip contains a Gameinfo folder with the patched files. Just copy over the mods gameinfo folder to install. Ordian
Okay, guys. Just wanted to inform you that I am continuing to add research to the mod in an attempt to make it even more complete, and as of right now it is mostly concentrated on expanding the Entrenchment version as it has opened up additional doors in order to do so. I will, however, keep a link open to the non-Entrenchment version of the mod for those who do not have or wish to have the expansion. I will at this moment in time refrain from adding techs to the new
Okay everyone, I have created a version of the mod that is compatible with Entrenchment. It also includes coverted versions of the other mods done by myself so it is the complete package, and should work wonderfully. If there is any problems, post them here IN DETAIL. There is yet to be a developer.exe for Entrenchment, and while I am sure it works the way intended, I was restricted on the tests I could r
[quote who="AstroMat1" reply="9" id="2028984"]Thanks Ordian. That's all I needed to know. Great mod, BTW. [/quote] Thanks, glad you find it to your liking An additional note fore everyone. I have broken down and finally bought a pre-order of Entrenchment, and I'm currently messing around in the beta sorting through the new features as well as messing around with the code to see what I can do toward making a version of the Mad Scientist compatib
I'm in your dreams....GOOD GOD YOU PERV!!![e digicons]8C[/e]
It includes the mods above. The idea of making this mod universally merge ready is getting put back on the shelf for the time being, due to the quite limited responses and support to do so. Perhaps at a later date it might progress toward that goal, but it is a lot of work to do when so very few even care if it is even done.