[quote who="Cylon_Luvr" reply="1414" id="2970918"]I'm sure it will.... seriously, I doubt that this will ever come out... it's always "will release soon", then it never happens.... The expansion, Rebellion, will come out before this does, and then no-one will care about this mod anyway [/quote] False. I'll care about this mod. Cause it's awesome.
NHD-151
Updating Diplomacy won't do anything to Entrenchment.
[quote who="wbino" reply="2527" id="2965773"]Yeah...that fed refinery ship is big,ugly and eating precious resources. And one of the few ships in game has has an exhaust . Hey guys, what possibility's are there now that they figured out how to make the AI build superweapons ver. 1.3?[/quote] 100% probability. They said that they did.
psychoak, I've had these 'first time' minidumps with many mods, it's sometimes just an issue of just starting up a mod, as it probably has some issues initializing the first time, but after Sins closes and you restart it, it's completely fine. Did you put very much work into the Borg for this update at all? Cause the icons for the cubes are all messed up, with different issues between the infocards and the empire tree. If you'd like i can detail
Got a minidump to report. About 90 seconds in. First game i played, i was borg vs 4 AI (one of each race) on normal (this was a sh- and giggles match). Set the two scout modules to scout, put the two coffins and pyramid in one group and the queens diamond in another. Set a noncombat research node to build, and set the first two resource researches to research. Could've been when the coffins/pyramid were about to make a warp jump, but i couldn't tell as i had zoomed out
I'm using the most up to date Diplomacy version. I haven't checked to see if it's long reload, but i will. There's also an issue of them sitting at the edge of a minefield continuously casting the mine revealing ability within visible range with no effect, but as soon as i move them just slightly closer the mines they reveal.
Goa, not sure if this is already being looked into, but i've just been playing my first Sins game in i don't know how long, and i'm using Requiem, and the Tartan Patrol frigates claim to have an attack of 4, but they don't attack anything. I'm trying to use them to clear minefields and they can't, because they don't seem to attack the mines. They locate them and bring them to realspace just fine, but i have to rely on my main fleet to actually clear t
I do believe that the next release is for Diplomacy 1.21
[quote who="Thoumsin" reply="4215" id="2943092"] Quoting DANMAN3712, reply 4211Anyways, thanks to Fileosoft ... helping out here guys. Well, in the case of NHD-151, i have setup a account, certify it and give the playtester right... but the guy have never log on the forum... [/quote] I happened to get too busy to do much since then. I've just taken care of it now though, and am looking around. [quote who="DANMAN3712"
[quote who="Zeta1127" reply="1392" id="2942962"]The affect of 1.21 on mods is minimal if not non-existent.[/quote] I was close enough [e digicons];P[/e]
[quote who="Unikraken" reply="1390" id="2942955"] Quoting Mord_Sith84, reply 1389Kyogre - just in case you didn't know - Diplomacy version 1.21 was released by Ironclad on 24/05. See https://forums.sinsofasolarempire.com/408939 just in case this has an impact on the mod. Oh god, another 3 months tacked on to the release date.[/quote] The DS crew said that this patch doesn't affect mods.
I can wait a couple more weeks for it. Been waiting this long, eh? I wouldn't mind it added in later as a patch either. Patching is a simple job, and a much smaller download too.
Thanks for the help Thoumsin. I understand the need to get rid of spam, it's got to get really annoying, but it's still a bit frustrating for the guy who really just wants to play and help find bugs.
Well, i knew about the forums and i had looked, i didn't know i needed to request playtester status to see the Bug Report forum, but don't you think that should be more open anyway? I don't think you're being a douchebag, i apologize if i came off that way. I do seriously appreciate what you and the rest of the 7DS mod team are doing, but i really think it's a bit of a hassle to have to sign up for multiple things and jump through hoops just to be able to play a mo
I would have had i know that it existed somewhere. As i've looked, i do not see any bug report forums on the DMG site for 7DS, only for Star Wars: Empire. Would you mind actually helping instead of just telling me i'm doing something wrong? A link, perhaps, to either the Forum of which you speak or even the fix?
Planet and building settings were all on low, whereas ship settings were on high. I lowered them to low and got a minidump as soon as i enabled the mod, but i'm trying another installation to see if it will enable with lower settings. Unpacking the mod from their zipped files before may have caused an issue (winzip started being unresponsive for a bit then finished unpacking). But still there are extra skins being unpacked outside of any folder, and they seem to be extras be
Thanks noing. EDIT: Turns out i was given duplicate skins, as there were copies in the textures folder already. No, it just minidumps immediately when i try to enable the mod. I'm going to redownload/reinstall the mod and see if that helps. EDIT EDIT: After reinstalling it, i played a random medium as TCA, with Arilou, Dark Fleet, and Rogue enemies. Got about a minute and a half into it, staying zoomed out. It dumped again as soon as i
noing, every time i play it (after deleting the enabled mods file then reenabling the mod in-game) it dumps a moment into the game. Sometimes when i select the capital ship factory (when i was Atlantian) and the next time just a moment after i zoomed in to my capital ship factory while building my free cap ship as the TCA. I'm in the game, playing, and it dumps almost immediately. Only a few times have i had to delete the enabled mods file to get in to entrenchment.
And now it just minidumps when i go to start Entrenchment. This is while the mod is active. What do, 7DS team?
So i downloaded the mod and all of the files seem to have unzipped correctly but i haven't put the mod in the proper folder yet. I know i need to put the textures and sounds folders into the main mod folder, but what do i do with all of the skins that so gracefully unzipped outside of any folder? EDIT: I put the whole mod (minus the skins, i have no idea what to do with those. How necessary are they?) into the Entrenchment v1.051 folder. It started up great,
In all honesty, concerning the Advent ship, the wings facing upwards seem to detract from the flow of the design IMO. Because the tip of the Battleship section's nose pointing downwards, if the wings followed suit and pointed downwards it would look better i think. And the 'bottom' section of the Rapture (i think that's what it's called?) could act as like a bridge structure on the ship as it comes out the top. The hellion looks freaking amaz
It's.... beautiful...
Damn, SivCorp, that is one beautiful beast of a flagship. You've done very well sir. Can't wait to see it textured, cause you already have my vote for the model.
[quote who="ZombiesRus5" reply="4736" id="2919840"] Quoting NHD-151, reply 4735Though the repetition in 'flagship' for the title of the ship bugs me, i know it's pretty impossible to avoid. It'll all be gone when my whole fleet is at level 10 anyhow The redundant flagship string can be removed from the English.str. I did this in my flagship mod I released last year.[/quote] Ah, i thought it was unavoidable, but silly me for ever thinking
Though the repetition in 'flagship' for the title of the ship bugs me, i know it's pretty impossible to avoid. It'll all be gone when my whole fleet is at level 10 anyhow [e digicons]}:)[/e] I like the flagships so far. Especially the Kol 3.0. i thought that the 2.0 was great as well, but you did so improve it, SivCorp. The advent one could do with a better mashup i think. It looks a bit rushed, yet i can deal with the way it looks right n