Yeeees finally be able to play this as well :D.
YourzZzZ
I have a problem regarding the mod stacking when I want to use the Extras (like harder pirates). I put that one on the top right, the higher it is on the list, the higher the priority or something I recall. I'm asking because I don't see any difference from my other games, maybe I messed things up again. bah.
Thanks a lot, will try it asap. Hmm perhaps I should have read their forum first, but after reading 3/4 of this topic, I got discouraged.
[quote who="Thoumsin" reply="4227" id="2945419"] Quoting YourzZzZ, reply 4226I have a question: If I make my system into a dual boot (i.e. install windows vista or xp as well), will this fix the crashes for this mod? Well, it is always a Beta, so it is possible that some crash happen due to bug no yet found and/or corrected... But a dual boot ( best with XP ) can only help... it will remove the specific problem with Win7 x64 and since XP is on the lower end rel
Hey guys, I'm loving this mod (at least for the 4 times I actually managed to start in 50+ startups omfg.), specially the atlantians > lazors ftw. I'm obviously running windows 7 64bit + entrenchment 1.051. I have a question: If I make my system into a dual boot (i.e. install windows vista or xp as well), will this fix the crashes for this mod?
where is this one? dolynick_SGGalaxy-e1.03.zip. Did one got misnamed by any chance? BTW what does this part do exactly Galaxy Mod (Standalone, customized Sins Plus version for Entrenchment)
Got 2 issues with the game, not sure if they were already reported or not. - First off: There is this 1 planet or cap ship type (replicator colony ship, it didn't use any ability, had autocast off) that caused the enemy default protection frigates and cruisers to get a -100+% shielding. At one point a heavy cruiser had a red minus number for shielding of -540 and they died awfully fast. The same thing didn't occur on any other planet I conquered. This is the planet, doesn'
So does this mod also include the bailknight effects for weapons and such?
I have a question. I started a game without the mod and saved it (entrenchment). Is it possible to activate a mod (this one) and then reload the save or will this cause problems?
[quote who="ManSh00ter" reply="1595" id="2942543"]@YourzZzZ What you see in the video are the improved weapon effects from Bailknight's Effects mod, which is incorporated into the Invasion. Of course, the Xin have equally impressive looking array of weapon effects, its just that you will have to wait for the pre-launch combat and gameplay trailers to see them in full. In addition, Invasion will sport improved volumetric explosion effects, which add a lot to the feeli
Can't wait for this to be playable :D:D. It all looks great. Are the new types of capital ships also being made for the vanilla races or just the Xin? As for the trailer about the scouts: on 0:51 en 0:54 you see some awesome fire fight spectacles going on. What type of ships are firing here? Already existing ones + new effects? Or are those the new types?
[quote who="Ryat" reply="2" id="2481460"]Well give him the thread Nacey I see why Im in charge of marketing https://forums.sinsofasolarempire.com/335474[/quote] haha obviously :)
[quote who="calienon" reply="2" id="2397422"]All just use harpos awesome mod updater! [/quote] where can i find that one ? :) edit: nvm found it :P