Makon86

Makon86

Joined Member # 4122006
9 Posts 228 Replies 9,300 Reputation

[quote who="Lavo_2" reply="4861" id="3442810"] Quoting Makon86, reply 4859 We have been known to push the game to its breaking point LOL. We are attempting to reduce, optimize, and 'trim fat' to enhance overall stability and resolve these start up issues. You guys really should make LAA mandatory and do a multiple race folder breakdown.[/quote] I initially started with a multiple race folder, but at the time we had too many issues wi

4,959 Replies 12,508,037 Views

Here in good ole' Maryland, USA we have what we call a "Rain Tax" whereby you (the homeowner) is taxed per squarefoot of impermeable surface you have on your property that potentially induces "runoff" which makes its way to the Chesapeake bay. The real reason for the tax, while the Liberals spun it as a "we are helping to clean the bay" tax (aka a "good" tax), everyone knows is a sham to just collect more money to pay for all failed social engineering and government run un-empl

2,913 Replies 9,265,976 Views

[quote who="AceXMachine" reply="2180" id="3442352"] Yea, I have noticed that too. But more often than not, recently I might add, its this one race which seems to never scout/expand where the other 2 do most of the time. I have been making alot of changes to this race recently but don't know what I could have done to cause this behavior. Does it "confuse" the AI to assign multiple roletypes to frigates?For instance, I set my siege frigate to "Seige" and "Light"

2,761 Replies 7,618,710 Views

The OP posted this question on our (7DS) forums. Yeah basically if you bought it through Impulse/Gamestop, then you should be able to date it to the latest version. I would think by just right clicking the game and hitting "check for updates" or something. If he bought some boxed copy somehwere, then I advised to contact stardock for a patch....OR you could just try searching the internet for "sins of a solar empire entrechment v1.053 patch" and see if you get a result on

3 Replies 11,656 Views

[quote who="AceXMachine" reply="2178" id="3442275"] Quoting Makon86, reply 2177 That happens sometimes when messing with hard points while in-game. Sometimes the game reloads it properly, sometimes it does. One thing I found was that sometimes ability and weapon points would seem to reload when in game just fine (after minor edits in notepad to fine tune positions), but exhaust point alterations would require me to start a new game or restart sins entirely. i

2,761 Replies 7,618,710 Views

[quote who="AceXMachine" reply="2176" id="3442249"] Quoting Wintercross, reply 2174 There shouldn't be any issues with weapon types or classes. Most likely something went wrong in the conversion process for the mesh. I'll redo the mesh and see if that's it Quoting Makon86, reply 2175 This may be a dumb question, but did you put at least 1 target on the "back" weapon bank in the ship entity file? Yes, just dou

2,761 Replies 7,618,710 Views

This may be a dumb question, but did you put at least 1 target on the "back" weapon bank in the ship entity file?

2,761 Replies 7,618,710 Views

I just deleted my old plugin (april of 2013) and put this new one in... Now my eclipse doesn't show "Add/Remove Entity Validator" and it doesn't have any of the sins preferences options in the preferences window. I hate when technology messes with me. I placed the new plugin in the "dropins" folder as per the instructions.

278 Replies 1,207,611 Views

In 7DS we are implementing some interesting capturable starbases for certain planet types. That said, during development of said starbases, I found that it likely impossible to spawn a starbase without the use of some sort of spawning frigate (or similar entity) while in game. I have tried using a starbase to spawn another starbase (like a remote/adjacent structure), which the game doesn't like...so your pretty much forced to spawn a constructor frigate which then can spawn th

15 Replies 8,441 Views

[quote who="Dark_Ansem" reply="260" id="3399052"] I will most certainly use this [/quote] Does this updated plugin fix issues were Eclipse tells me I have errors for the "dlcId xxxxxx" line in various entities? And the planet upgrade 'social' sections of planets and planetbonus files? I think it said something about unexpected entry...blah blah lol. But seriously awesome tool. I used it to crush abo

278 Replies 1,207,611 Views

Hello everyone, just wanted to give you all an update on our progress! Currently we have a build that is beta-able...However, we are attempting to resolve some game/mod startup (not game start), but when you first run sins with the mod, stability issues. Right now we are getting minidumps that are seemingly random, sometimes the mod starts fine, sometimes it crash 1-4 or 5 times in a row and will then start fine. That said, once in game the mod runs great!

4,959 Replies 12,508,037 Views

Your (and certain all others) appreciation for, and enjoyment of, the mod is what drives us to continue making it better and better! it's been a while since I posted here! Been busy creating bugs by adding tons of stuff! haha. In seriousness, as Dan said, we are working to remove bugs that have been introduced as a result of merging two different copies of the mod... Now that we are all working on the same copy, it should be alot more streamlined. <

4,959 Replies 12,508,037 Views
Reply to Buff Help in Sins Modding

[quote who="Lavo_2" reply="2" id="3433119"] When an entity dies, all the buffs on the entity die as well. WOE's solution would work.[/quote] That is what I was afraid of... Thanks WOE, ill try and make that solution work!

3 Replies 5,515 Views

Hello everyone, Have a question regarding buffs. More specifically, the Self Destruct buff that is on the TEC starbase. I am tying to make a modified version of it that simulates a blast wave (i.e. damage buffs are applied at expanding ranges, at different times). My order off buffs are: Make Dead - delay time about 2-3 seconds Damage 1 - delay time about 8 seconds / range 4000 Damage 2 - delay time about 10 seconds / range 8000

3 Replies 5,515 Views
Reply to Dev.exe in Sins Modding

I would like to add that there are some things that Dev.exe has trouble auto-updating, some examples I have found. -research window locations (prerequisite arrows will redraw depending on where you relocate the techs) -build menu icon locations (i.e. if you move ships around in the build menu - done by moving ships around in the player.entity file) -meshes (sometimes editing hardpoints works, but I have found that the game usually needs to be reloaded) -ad

19 Replies 12,620 Views

Yeah there is a line of code within each galaxy file, right under "metersPerGalaxyUnit" called "pixelsPerGalaxyUnit", there appears to be littler or no information about it!

5 Replies 7,014 Views

Any of the galaxy forge / map editing guru's out there know what the purpose of the Pixels Per Galaxy Unit value is? I am thinking it refers to a resolution, or maybe zoom distance? I really have no idea lol. Any insight would be appreciated, thanks :)

5 Replies 7,014 Views