[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
Makon86
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
[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"
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
[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
[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
This may be a dumb question, but did you put at least 1 target on the "back" weapon bank in the ship entity file?
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.
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
[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
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.
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!
If anyone is interested in checking out more up-to-date development progress. Please feel free to check out our forum! I keep a much more updated "log" of progress over there than on this website!
If you need space for techs. The vanilla rebellion "defense" tech window only allows one (1) window...but that window can have a maximum of 10 rows of researches in it! Just an FYI :)
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. <
[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!
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
Hey all, Just wanted to say we are still here and working on the mod. Hope to have something this week for Xmas :)
No one knows about this illusive attirbute?? lol
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
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!
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 :)
Congrats on the first alpha release man! Hopefully our 7DS one is not too far behind :) Let me know if you need any help, i'd be glad to assist.
Good point, Thanks Lavo!
It shouldn't. However, if it does, let us know when we release the alpha so we can fix it. Right now we don't have the DLC so we may need a test run with someone who does.