Ah, my fail. Fixed the links on the first page. Thanks for the reply, Harpo.
JasonFJ
Grave digging this post lol... but thought I'd mention that I'd patched this (v4.8) which works with current version and all DLCs. :) Busy modding Rome Total War 2, Space Engineers and 7 Days to Die these days... but still love my Sins!
The latest patch to Requiem (4.7.1) imposes the limit of 1 super weapon per 20 gravity wells (the default is 1 per 4 wells) You'll find the value in gameplay.constants file which I've changed to: cannonGravityWellRatioDenominator 20 Early game you will see nothing (until the enemy gets 20 wells). <b
I also prefer to solo Requiem development but give credit to major contributors. It's just easier to keep the mod consistent with my vision (which was balanced multiplayer LAN games with my friends). But things like new jobs (or new games, women, travel etc.) can really distract you. I've been busy making an Arma 3 campaign (military sandbox shooter) and optimizing the scripting, camera pans and game logic is
I can't believe I only found this thread today(!) but I have to say: awesome meshes, Nomada. You've almost inspired me to dust off 3DS Max again and finish that Death Star mesh I never finished... well almost (PM me if you need a good Clash of Clans clan haha!) But some post on removing colorization from particle effects has inspired me to restore the SSD's to their blue intensity. <span styl
I'm about to post a v1.82 hotfix (Ironclad add new stuff for Neutron Star and Spaceship Graveyard amongst other things)... and right now I've done a full Alliance playthrough (including all research and ship abilities) and no crashes. About to start a playthrough on Empire.. hopefully(!) I will find a bug there. Otherwise, the issue is probably graphics related. A
I swear by UltraEdit and Winmerge. I do fire up Notepad when I want a separate window for whatever reason.
Wow what an old post :) Try searching over at the http://sins.imperial.cc site. Though all development is on on Rebellion, I recall there are fixes for this issue (deleting the Pipeline Effect folder or something like that). Check the FAQs.
Thanks Lavo, I'll check out his tool (that sounds really bad lol). Interestingly, the popup errors only started occurring in v1.8 so there is something that has become more sensitive it seems.
I'm still getting some dev popup errors for Requiem ( http://sins.imperial.cc ) though the mod loads fine and no ingame crashes so far. Still figuring out what is causing them will post when I isolate it. "Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Support/DamageInfo.h(7
Hi devs, Can you please scrutinize for memory leaks relating to asset load/unloads. I occasionally get load failures on texture and sound assets in mid to late game (or quits) which seem to be situational. Sometimes it can result in a random crash. This appears to be only a problem on very high resolutions, i.e. when at 2560x1600 on maximized settings but the issues are o
I think realistically the only way to be sure is to make sure the dev .exe starts up with no popup warnings or errors. I previously figured anything that didnt cause a minidump was probably ok to fly and that appears to be true for single player games. I haven't gotten any negative feedback on the 4.3 beta 2 patch yet which is hopefully a good sign(!). From a SOGE perspe
(so yes... I renamed everything to follow the vanilla format and capitalization and it seems to have fixed the issue) For those super interested in the details, if you download the 4.2 full release and 4.2.2 hotfix from the Requiem site you'll see exactly how the files were named (check out all the ones to do with Starbase, constructors, deployment ability etc.). The 4.3
It removed the sync issue for me. At the time I was getting the following error in dev.exe when loading the mod... so I figure it had something to do with star bases. Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694) starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate </sp
I've just released a v4.3 beta patch that should fix the multiplayer sync issue once and for all. For those interested, it seemed to have been a capitalization or naming consistency issue with Starbase vs StarBase, and StarBaseXXX versus Starbase_XXX. To be safe.. follow the same conventions as the vanilla files whenever there is racial prefixes involved.
Hi, Make sure you get the latest patches and hotfix from http://sins.imperial.cc It fixes the issue of titan being underpowered.
Belated reply, but no difference. :( I've now confirmed that something to do with starbase building causes a sync error that causes a divergence every time a starbase is built. Hmm, if you aren't getting any errors it must be something I'm missing.... grr!
You can see the Star Wars Requiem basic stats here: http://sins.imperial.cc/im/view.cgi?a=view&f=2&t=1 . The trouble I have with other mods is that by the time I start to play with them, I get distracted by the dozen other games/mods that I'm into! (i.e. Guild Wars 2, Civ 5 - awesome mods for it, Total War Shogun 2, Minecraft [believe it!]). I haven't even played Borderlands
Thanks guys, it's more of a personal hobby/passion of mine that I share with the world (and the friends I play it with). I gotta mention the SOGE team and Goa for their direct and indirect contributions of course. As for the funny business with the titans, I'm going to focus on doing what I can to normalize the titan weirdness with firing ranges, wormholes, pirate base sieges in the next patch.
Hehe, why did the titans suck in Star Wars Requiem? The most recent patch (v4.2+) un-nerfs them both (yes they had capital class stats in 4.0/4.1 which has since been rectified).
Hi all, For your playing pleasure... Download http://sins.imperial.cc/media.cgi?topic=Rebellion Release notes http://sins.imperial.cc/view.cgi?id=&a=view&f=2&t=584 About Requiem and credits </stron
I keep 2 copies of the Sins folders... before I do an update I back up the entire game folder... do the update.. and then do a filesize compare (I use UltraEdit and UltraCompare). I'll always compare the big files (entity.manifest) and English.str at a byte level.
Hi ZomebieRus5, Thanks for the reply... actually all the stuff you suggested is already configured and it all works fine.. except for the annoying error message. I think it's a hard coding bug since I can take vanilla starbase files and just rename them and add them to the manifest and it still triggers the error (though I seem to recall there was a period in Entrenchment where the error ceased to pop). StarBase_EMP.entity contains: </st
Hi modders, Are any of you getting (or managed to eliminate) this particular popup error? "starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate" I'm a bit of a perfectionist when it comes to making stable, error-free mods and for the life of me I can't work out why this appears despite picture perfect files. Is anyone else getting this? ref: http://sins.imperia
Hi all, Letting you know that there is a beta mod over at http://sins.imperial.cc if any of you fancy some bug hunting :)