I seem to be getting a mini-dump evry time I try to enable the "Dynamic Combat" mini-mod that is included with the 0.99B2 release. I've posted the dump file in my drop box . . . hopefully it' just me doing something wrong! http://dl.dropbox.com/u/8042126/Sins-Diplomacy%20v1.2-2011-03-26-08-38-09-5856-4772.dmp I was doing it wrong, copying the contents of the Dynamic mod into the DS
Bylak2
Thank you very much for the tip! I get a mini-dump every time I try to use it though =\ I'll post the log in the DS thread, lol.
Bump for dynamic awesomeness =) Would love to see an updated version if at all possible!
There was no option for me to buy any upgrades for the bases when I had them selected. I researched the upgrades (didn't lose any research bases either) but my starbases only had three icons showing in the UI panel (attack, the default level of fighters available in a starbase and the gravity well option).
Hey all, I was playing a SP game of Diplomacy as the Advent and found myself unable to upgrade my Starbases after researching upgrades in the defense tree. Has the upgrade process changed since Entrenchment, or did I miss something?
Patch worked for me with the initial fix, thanks a lot guys for finding us extra download sites =) With that said, my AI's seem to have problems doing anything. I'm playing with two Federation AI's against three Klingon AI's (all set to normal). One of the Fed's waited until they had steamrunners before they built scouts, and the other fed player hasn't done anything but build research stations so far . . . they were building better before when they had to t
[quote who="Vulturev4" reply="853" id="2362791"]If the Constitution and the Predators are supposed to be the scouts, can they possibly get a boost in speed? I noticed they don't last very long, they get chased down easily, and once caught, they're gone.[/quote] Or maybe an auto-cast ability that increases speed for a short time so they can run from attackers?
[quote who="Alpha_Sniper" reply="620" id="2353392"]Thanks mongoose, it looks like the shields and stuff on the starbase were upgraded for SoA. But seriously, the torpedos say they do 3352 damage at level 10, yet they are taking out starbases with around 12x that much shields/hull, not to mention armor and shield mitigation.[/quote] [quote who="GulKelan" reply="616" id="2353342"]thats the first i thought but its turned off. nothing.... and its only at kl
Where do you guys want us asking about balance issues? Here or on the google page?
Weed, in the notes in the initial post they say that the starbase has been taken out and will be replaced later on =) So, is my AI just stupid or is it broken with the mod? I'm playing a game right now as the feds with a fed ally, and the AI built three military research stations, a capital shipyard, and all of it's resource nodes on it's home base and just stopped after that. EDIT: While I
Awesome! Will be sure to report anything I see, thanks again guys =) EDIT: Downloaded it, two files were corrupt in the extraction process but so far the mod works fine! Question though, are the ships supposed to be tinted the team colour you pick?
I'm actually kind of hoping to see this mod launched this weekend! You guys seem to be on track for a release sometime soon =) Knowing my luck though you guys will go live with it on Friday the second after I shut down and leave for the weekend >
[quote who="just_jim" reply="417" id="2347363"] Quoting Bylak2, reply 416 Quoting Major Stress, reply 408 Our 200 meg mod grew into a monsterous 600+ meg mod, and we arent close to finished yet. Forgive my ignorance, but as a way to reduce the size of the mod could you guys split it up into a "core" mod and make some of the sounds and music a separate download? Or is the size of those files negligible?  
[quote who="Major Stress" reply="408" id="2347123"]Our 200 meg mod grew into a monsterous 600+ meg mod, and we arent close to finished yet. [/quote] Forgive my ignorance, but as a way to reduce the size of the mod could you guys split it up into a "core" mod and make some of the sounds and music a separate download? Or is the size of those files negligible?
The important question though is "is condition blue before or AFTER condition yellow?" Seeing as we know there are two levels above yellow =) EDIT: This could also mean I'll be refreshing this page throughout the day again >
Constantly refreshing doesn't seem to make the mod come any faster . . . I'm confused!
Hooray for more questions! Do you guys think you'll have the pausing minidump bug fixed before release?
I haven't been following the mod long at all, but the Fed and Klingon release is probably based more on what is most complete and balanced rather than trying to follow the story. I'm just excited to play any of this mod =)
[quote who="LokiGodOfMischeif" reply="199" id="2337898"]Ok the borg wont be in the first release Yes the borg will have assimilation (in many forms ranging from start to end game not 100% decided on yet but we have ideas) as stress said assimilation is not the primary goal now its secondary the total destruction of all alpha quadrant life is the primary goal ! Please refrane from posting stuff abou
Good luck on the interview, and thanks for not chewing me out . . . I was actually nervous about asking those kind of questions Glad to hear we'll see the mod this month though, I can't wait to whoop me some ridge heads!
Hey there! Sorry if I missed these elsewhere, but I have a few annoying questions ^__^ - what races will be playable when you release the mod? - which are balanced to play against each other? - is it able to play with computer players as some of the new races? - what kind of ship lists are we looking at? - are the starbases cool? which starbases are each of the races using? The mod is looking great guys, and thos