[quote who="Mord_Sith84" reply="2897" id="3643040"] When you hover over both of the Raider icons, the descriptions (information box) is exactly the same. They are exactly the same in my download. Also full stop missing from the description at the end of the sentence. Is the master version that you have the same one you're giving to everyone else? [/quote] Yeah, it's the same. I acknowledge the names of the strikecraft needed fixed and I added the full stops locally n
ZombiesRus5
There are so many odd things going on in this post. Sol is not the name of any known system. Terra is not the name of any known planet. Luna is not the name of any known moon. Advent, TEC and Vasari clearly don't speak english and the first two are clearly not from Earth. Fortunately Ironclad was gracious enough to write a universal translator for us. Here is how they really speak... Vasari speak in a se
[quote who="Mord_Sith84" reply="2894" id="3642880"] - The Hades, Cylon Moon Base, Djerba Baseship, and the Guardian basestar have duplicate types of raiders... I don't think its meant to be like this. Is one of them supposed to be a bomber AB Raider and the other an AB raider fighter? [/quote] They are different. I also have different icons for each type. The name is incorrect for the Ware-Era Squad so I'll change that, otherwise not sure why you are seeing it that w
[quote who="KWHITE9008" reply="2890" id="3642834"] I noticed that the Warstar Starbase textures don't look aligned. [/quote] Yep, the texture apparently got overlayed with another incorrectly. I need to rebuild the color texture and then it should be fine. Won't be able to do that until tonight. [quote who="Mord_Sith84" reply="2891" id="3642864"] Quoting ZombiesRus5, <div class=
I goofed on integrating the effects in the non-baked versions. If you downloaded it prior to this message you'll want to download the latest full version. The Baked version is fine.
[quote who="Mord_Sith84" reply="2887" id="3642633"] Any new updates Z? [/quote] I uploaded the latest versions of both mods to MODDB to set a baseline for 1.85. We still have a few items to work out but the mod seems stable after multiple hours of simulations. My NAS server also crashed over vacation so the change log is incomplete until I can restore the CVS server and do compares and check-ins on the repository.
[quote who="soase_maelstrom" reply="18" id="3642566"] The "Enhanced Mod Memory Support" with the new patch is impressive. It great support for mods. However there have been some hardcoded limits that seriously impact large mods. What are the current hardcoded limits of Total Meshes, Total Textures, Total Sounds? As per the post https://forums.sinsofasolarempire.com/363233/pag
[quote who="vrishnak92" reply="2595" id="3642496"] Currently GoaFan77, all priority lines for research (for frigate access) in the base files ARE at 0.00000, I've been looking through them to see if that would work... So annoying this is [/quote] unit unlocks ignore priority [quote who="vrishnak92" reply="2596" id="3642498"] I'd like to know where you read this, do you remember (or have access to) the link? [/quote] Adding a new player entit
Hey guys, I'm back from vacation. Sounds like maybe a bad upload because the mod is working ok for me. I'll see about getting another uploaded soon while catching up on whats left. The only mod part that seems to be giving me issues right now is the maelstrom planets even though it seems to be a straight forward conversion.
gotcha, I can look at adding that in
Planet_Volcanic_0 should be spherically mapped in the Rebellion Mesh directory.
SoaSE: Eclipse Plugin (1.85) Eclipse Plugin project for Sins of a Solar Empire Modding
[quote who="Requiem-Myre" reply="2569" id="3641017"] I wonder if perhaps someone could explain why this planets texture is like this? Its a volcano planet, and i changed the default texture on it slightly, and when i loaded the game it decided to do this! Reduced 41% <div cl
The 1.85 compatible version is uploaded to dropbox for internal testing... The mod is still not fully completed for the next release but it is playable. In regards to Outlaws there is currently two things to consider. Strikecraft on player owned outlaw's is bugged (i.e. your outlaws won't build strikecraft) Strikecraft on outlaws cause massive lag. If you want to use outlaws with a BSG theme'd mod use small fleets. Ano
[quote who="Blair Fraser" reply="15" id="3640903"] Good find. I'll see if its possible to add that for the next update. Added to my list. [/quote] Awesome [e digicons]k1[/e]
I've encountered a buglet with modding the Militia that can spawn via the Gameplay.constants. If a frigate with strikecraft is added to the outlawSectorsData.spawnShips that unit will not create strikecraft if it's associated to a human player. The AI Player outlaws appear to have the smarts to create strikecraft. I'm assuming their's some logic tied to how Players have to manually choose which strikecraft to build??? Is there any way to have outl
Work has been kicking my ass. I'm trying to get as much done before I go on Vacation next week with real work. That said, I'm hoping to atleast get a 1.85 compatible version to you guys.
This is it for star bases: http://zombiesrus5.com/wiki/doku.php?id=rebellionstarbaseupgrade
Drop this file in Core's String directory to resolve some of the cylon moon string issues. Strings were there just some older entries from other locations were overriding them. It won't fix the colony pods because that needs a new entity file and we need to split the descriptions still for the weapons. https://dl.dropboxusercontent.com/u/5790092/Temp/English.str
[quote who="Mord_Sith84" reply="2869" id="3639793"] Z, just had a look at the Cylon Asteroid. Most of the above changes still haven't been made (the first lot of strings above, and the second lot - should just be a cut and paste). Are you happy with the descriptions? [/quote] I see those strings except for the city population and tradeport. I'll need to make new upgrade abilities for the cylon moon base to change the city population string. It also appears the
[quote who="Mord_Sith84" reply="2865" id="3639651"] Z, The latest version still has Natalie Faust for Loyalists instead of the Number 5 model in the Plan tree. Also, could you send me the updated artifacts mod and the moons mod (so I can test the Cylon asteroid base)? Would like to take another look at it. Have you put in the new meshes for the Hades and the Basestar in version 38.3? They look the same as the old ones. T
1.84 gives us a new buff of GiveExperience. I was thinking about having the Resurrection Hub be able to give this to newly created CapitalShips that utilize Resurrection. Thoughts?
[quote who="Jimi1987" reply="2861" id="3639545"] I'm getting a minidump every time I try to enable the mod. Is this compatible with 1.84 yet? I've tried [/quote] The mod is build for 1.82. I can't guarantee it's compatible with 1.84. I have already started updating the mod with all the new features for 1.84. [quote who="Ravage-Wolf" reply="2860" id="3639406"] Loving the latest work that has gone into this mod especially the new skins for the ship
[e digicons]:cylon:[/e]
Check you PM... I had to update the docshare URL to download the mod. I've uploaded FoK.Baked.Reb.1.82.38.3.7z for testing.