dewing12

dewing12

Joined Last seen Member # 3393062
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I'm having a problem adding a race to an exsiting mod... I've added the player entity, updated the manifest, and the engilsh string, but when i try to load the mod i get a mini dump. It will also be the 8th race in the mod, the original sins races are still active, show i disable them to get it to work? or is it something I'm overlooking?

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You're right that the ancients defense isn't completely useless... but the wraith turrets are taken down by the simple pirate raid. I know the Asgurd have quick ships, (and it may seem have a disadvantage since they don't have strike craft, I haven't actually played them yet in Entrenchment), it kinda sucks that you have to take away from your over all fleet, but the fleetsize mod does help. And I love that fact that they have to come after my starbases... that's when I really lay int

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[quote who="dolynick" reply="11" id="2110426"] Quoting dewing12, reply 9dolynick, is there anyway to incresae the amount of mines that are layed? I was playing a game with the ancients yesterday, and with the incresaed planet size, the mines don't have an effective range! Yes, it's a simple matter to increase the number of mines spawned per use of the ability. I have no plans of changing it however because the issue is not specific to just the new custom races

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[quote who="tenhunter" reply="1" id="2107241"]This is like the scene in Knocked Up when they find out about Mister Skin. [/quote] LOL! That's really funny to anyone who's seen that movie!

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[quote who="dolynick" reply="19" id="2097278"]Alright everyone... I figured I'd give you all an update on the status of things. I can also tell you that the Entrenchment version plays very well with the Entrenchment versions of Bailknights and Volumetric Explosions in the new Manifest system. No mucking around needed, you just have to enable them in the right order. When I release, I will also be releasing a fleet size mod that stacks nicely with the other three and giv

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Dolynick, I know you took out the secondary weapon one the Ancients defense turret, which is fine, but they are seriously underpowered. They make take out a couple of small frigates before getting completely overrun. I know you're coding for Enrichment now, which was the whole idea behind the second weapon. I hope you put it back in as an upgrade option once you get things running in Enrichment.

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[quote who="dolynick" reply="9" id="2084910"]That's great to hear. I'm glad you're enjoying the mod. As for Entrenchment, I successfully coded a new starbase for the Ancients yesterday so I've figured out how those work now. The way they chose to handle them is interesting and quite different from any other ship/structure. I've actually toyed with the idea of changing Atlantis from a capital ship to a highly mobile starbase instead. That would give it a

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[quote who="Tokebuddude" reply="22" id="2081903"]First off. Great mod. All the models look really good.. can't wait to see what u get accomplished on the next update.. I have loved the stargate world the first time I watched the movie and then got really sucked in at season 1 ep. 1 SG1, waaaay back in the day. Ok now on to my problem, and forgive if this has been addressed I looked around and couldn't find where it had. This is my first play as the Wraith and I

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[quote who="JTAYLORPCS" reply="19" id="2081859"]CANNOT GET THE MOD TO WORK ON ENTRENCHMENT HELP ALL OTHER MODS WORK[/quote] [quote who="dolynick" reply="17" id="2081640"] It's not a high priority right now as converting to Entrenchment is a lot more work than I had hoped. I accomplished a lot so far but I continue to run into a seemingly never-ending string of things that have been changed in Entrenchment and need to be updated. Coding changes for Entrenchment compati

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[quote who="DWM" reply="18" id="2081791"] dolynick Puddlejumpers clearly state in their description and on the ability "Sublight Engines Only" that they lack hyperspace engines and thus are extremely slow travelling from planet to planet. This is completely intended and by design. If you want to be able to move Puddlejumpers from planet to planet then you will need to build Space Gates to do so quickly and efficiently. -dolynick Ah, that makes sens

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[quote who="judisheshok" reply="23" id="2076684"]Okay, this might be a slightly noobish question, but because this is the forum for this particular mod, and it's not like I might necessarily find somewhere else to discuss how to best utilize this wonderful mod's new stuff, and everyone plays different-ish(yay for run-on sentences!).... What would be people's opinions of a good early game strategy with the Ancients? I have a tendency to turtle...but then get impatient with the

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[quote who="JoshDFish" reply="5" id="2074525"]the games is in (C:/Programfiles/stardockgames/Sins of a Solar Empire[/quote] We know where it installs the main game dircetory. [quote who="ags19" reply="1" id="2071655"]if u currently have sins v 1.14 or ent. beta 3 it will not work, however if u have not updated etheir of them, go to (vista) C:/user/appdata(hidden folder so u may need to unhide it)/local/ironcladgames/sins/mod

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[quote who="RioReiser" reply="15" id="2074925"]Please reupp or mirror!!![/quote][quote who="-Ravager-" reply="16" id="2074947"]can u upload it to other place- rapid or ...[/quote] dolynick's is trying to get a realease for version 1.14, so hold your horses.

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