[quote who="Mord_Sith84" reply="2967" id="3662782"] Thanks Z. Just finished testing the patch. Could you please add in the above strings? They weren't included in the patch. [/quote] They are for the most part. I just tweaked them to be consistent with the other research strings. [quote who="Mord_Sith84" reply="2967" id="3662782"] - Even with the patch, I still cant spawn the Embassy. When you say "Alliance", are you referring to a Pact? I'm not qu
ZombiesRus5
Here's a patch I just tested that should fix the cylon issues as well as some other bugs I found with the new code. Also note: If you apply this patch you'll get an odd WTF moment when you see the following in Race selection: Colonial Defense Forces (First is Unification) Colonial Defense Forces (Rebellion) Cylon (Unification) Cylon Loyalists (Rebellion) Colonial Separatists (Rebellion) Cylon Rebel (Rebellion) I'll ev
[quote who="Cylon_Luvr" reply="2964" id="3662663"] I really like all of the new additions - some very cool stuff in there. Especially like the idea of the embassy, although I can see it doesn't completely work just yet from the above comments. I think it has more potential than just accessing your allies ships. [/quote] I agree... I'm still not entirely sold on the starbase approach, but you have to start somewhere. I'm thinking about changing it to
[quote who="ZombiesRus5" reply="2961" id="3662545"] Quoting Mord_Sith84, reply 2960 - Embassy feature doesn't work. Tried this with a few different factions - they had an envoy at my homeworld, I formed a "Peace Treaty" with them and nothing, no constructor. Peace treaties just make you friendly. I'm requiring an alliance for this currently. [/quote] Disregard, the Cylon Rebel envoy was missing the new AbilityCylonGoodwill that has the trigger logic to spaw
[quote who="Mord_Sith84" reply="2960" id="3662418"] - Embassy feature doesn't work. Tried this with a few different factions - they had an envoy at my homeworld, I formed a "Peace Treaty" with them and nothing, no constructor. [/quote] Peace treaties just make you friendly. I'm requiring an alliance for this currently. [quote who="Mord_Sith84" reply="2960" id="3662418"] - We need to fix up the descriptions for the cap ship research items: [/quote]</
Cool, I went out of town too so wanted to post up all the work I had done to get it out there. Kind of curious what people think of the extended capital ship and titan build options.
i posted a beta version of the new build on Moddb. The changes to capital ships and titans are pretty stark. I few it more as flagship versus capital ship. The maintenance may feel really different too but I've enjoyed my play througha. The beta does not have the new option for merging factions though the code is present. I'm not sure how best to deliver that feature and still support random factions.
Opt into 1.87. It's possible your hitting the 2GB wall. Also, this patch adds better mod support. If your using the Developer exe you'll need to edit your settings file to turn off showing errors. At this point all of the bigger mods are using features not planned for by the original developers that result in ASSERT failures that don't impact the game stability overall.
[quote who="Blair Fraser" reply="3" id="3661423"] Ok, the proper dev.exe should be up now. (Thanks Yarlen) [/quote] Awesome, thanks both! Dev exe is working now. With all your improvements I've been motivated to track down a bunch of bugs in my mods [e digicons]:cylon:[/e]
Hopefully the artifacts addon will be more stable when late game lag kicks in. I think when lag sets in the MakeDead could mini-dump if the artifact was still invulnerable. I've reworked the buff chain which "should" make sure it's not invulnerable when it's made dead. I also made the artifacts main view icons colored to help differentiate them from the militia ships.
[quote who="luschetk" reply="2954" id="3661380"] There are so many files you have to keep an eye on it. I might presume that could be sometimes pretty confusing [e digicons];)[/e] ! I am looking forward for the update [e digicons]:)[/e] ! [/quote] I'm pretty sure it was when I cleaned out an old attempt at something and forgot the initial debuff was in that chain [e digicons]:cylon:[/e]
Is LAA applied to the DEV.exe? It appears it may not be given the texture errors I was seeing and then eventual crash when I tried to do a screenshot via steam F12.
[quote who="luschetk" reply="2952" id="3661323"] Hi Z, First of all thank you for your great mod again. After a while, I wanted to play Sins again and I installed your latest mod. Unfortunatly there is a bug when I play Rogue. Rogue does not get the intended malus on planets; instead this fraction gets a bonus for the population. It would be great if you could fix it. Many thanks again. Take care, Lusche [/quote]</
[quote who="Mord_Sith84" reply="2945" id="3659190"] Quoting ZombiesRus5, reply 2944 I don't see any difference in the file you gave and what's been in the mod since 2013? Are you able to do a test at your end for this research to see if its working for you (in you latest version)? 
I have a rather massive bug fix coming along with some new options I'd like you guys to try out. New Embassy Feature-> Once you establish Ally relationship with a faction and they have an envoy at your homeworld, they will grant you an Embassy constructor. Currently an embassy is a scaled down version of the other factions starbase along with the capability of hiring capital ships and support fleet from that faction. New research tree items for Capital Sh
FrigatePhaseCombatNaniteSwarm has weapon:0 damage in FRONT bank but no weapon points for its current mesh. Is this intended? Also, the support and Greater nanite are missing weapon points.
[quote who="Ibnpatuta" reply="1" id="3660751"] Thanks Zombie! Just a question - what (if any) is the reward for winning ModDB Mod of the Year? [/quote] http://www.moddb.com/groups/2016-mod-of-the-year-awards/news/mod-of-the-year-2016-kickoff Prizes "Every member from the community who votes, has a chance to win a game from our <a h
Check them out and give a vote! Fall of Kobol Fall of Kobol is a total-conversion modification for
I was debugging my mod which includes the vanilla game and came across some bugs I didn't realize existed... I also verified these in an unmodded dev exe. TITAN_PSILOYALIST has weapon:3 damage in FRONT bank but no weapon points for its current mesh. Is this intended? TITAN_PSILOYALIST has weapon:3 damage in BACK bank but no weapon points for its current mesh. Is this intended? Error - No bomb effect points found on bomber: TITAN_PHASER
[quote who="GoaFan77" reply="4" id="3660618"] Quoting ZombiesRus5, reply 3 It's when I decide if I renew the hosting. Ah. I don't suppose it's possible to move this to the Sins Stardock wiki? [/quote] It's possible. I made the wiki changes to suppo
You guys earned this!!! http://www.moddb.com/mods/fall-of-kobol
Yeah, I'm doing some play through testing here lately and will specifically look for that.
It's when I decide if I renew the hosting.
It's all here until February... http://zombiesrus5.com/wiki/doku.php
Thanks for the confirmation on this!