[quote who="CITRUSGUY" reply="4807" id="3374243"] Hey the links the the gamefront files don't work? "File not found"? Am I missing something or whats up I was looking forward to playing dis [/quote] The gamefront links are broken, go to the premium area of the website (it should still be open) and download the beta directly from the server. Please let me know if you continue to have issues getting the mod and we will get sorte
Makon86
[quote who="Lord_English" reply="19" id="3375160"] Quoting Makon86, reply 18 . All the errors seem to come from the BuffRazePlanetTarget file. I cant see anything wrong with the code. Can you try and clear it up for me? Heres the file http://www.mediafire.com/download/dd4tyms86pp98ad/BuffRazePlanetTarget.entity[/quote ]
[quote who="Lord_English" reply="17" id="3375150"] Quoting Makon86, reply 16 Does that make sense? I did what you said but it still gives me a Runtime error[/quote] Do you have an entity coded wrong? Like a capitalship that is in the titan slot on the player.entity file? Alot of stuff can cause a runtime error, the one I ran into was when I tried to put a different ship in for a titan.... Titans are coded di
[quote who="Lord_English" reply="15" id="3375114"] Quoting Makon86, reply 14 -snip- Which buff file? BuffRazePlanetTarget or BuffRazePlanetLauncher?[/quote] You apply the damage changes (1st part of post) to the "buffRazePlanetTarget" file, and the the second part regarding the target info goes into the Ability file. However, the buffrazeplanetlauncher file may also have the target info too. If that is the case then yo
Look in the current Raze Planet buff file, and find the entry that has the "doDamageToPlanet". It should look something like this.... Keep in mind I am doing this from memory so it may not all be correct, but should put you in the right direction. "numOnDelayInstantActions (or something like this) 1 onDelayinstantActionType "DoDamageToPlanet" delayTime 0.0000000 >doDamage >>level:0 xxxxx
I will update the version that is in the dropbox, and get that uploaded tonight. Dan, ill let you know when its done so we can upload the most up-to-date version to the server. Thanks everyone for your continued interest and support!
Probably the best you will be able to do "campaign wise" is to setup mission specific maps (scenarios) where the AI starts in a certain place with an empire already established (or however you want to set it up). Like Sparda said, there really isn't code for triggers or scripting.... So (to my knowlege) you are essentially limited to setting up a map, setting up the starting positions, and modifying the galaxy scenario file to the point where the enemy (presuming its AI) will star
FYI, the server issues are more extensive than initially thought, Dan is still working on getting everything fixed/back up and running right. On the Conversion progress front: The Dark Fleet, and TOC races join the current crop of "converted races". Still currently in "in-house" Alpha status, the following races are playable: -TCA -Atlantians -TOU -Dark Fleet -TOC The Empire, Arilou, and the two
[quote who="Lavo_2" reply="9" id="3366679"] Quoting Makon86, reply 8Gotcha, Thanks for the advice man! Ill go through the stackable mods and figure out what is missing. Because I know if all are enabled the game doesn't dump at all. Awesome, glad to see you're on the right track now! While this is likely what you're doing, I'd keep loading the game with one less stackable mod each time, to see when Sins crashes. When Sins does crash, you've found one of th
[quote who="Lavo_2" reply="7" id="3366564"] Quoting Makon86, reply 6So the minidump is likely being caused by something unrelated to the "failed to find data file" errors? I have my race "sub-mods" pretty much set up like you describe... I gotta see if there is a more critical error buried within all the "failed to find data file" errors.... Load up Sins with all the stackable mods. Every. Single. One. If Sins doesn't dump, then it means you included something in on
[quote who="Lavo_2" reply="3" id="3366499"] To have a mod with races in their own stackable mod, you can quite easily put all their entity (player file included), mesh, texture, and particle files in their own mod. While this will yield plenty of "failed to find data file" errors, it will not result in a minidump and the game will load just fine; this is how SoGE is set up for reference. I have not tried including Window/UI elements in the stackable mods, I've left them all in the c
Thanks for the reply! So the entity manifest in the core mod can half all the races' files referenced, but with a count of 0? For the entity files, should they all be set to "onlyLoadOnDemand TRUE"?
Hello all, Just had a quick question about mod stacking. My intent is to have races in separate mods with a core mod that will always be active. My idea was to have the entity (and other manifest files, string files) all in the core mod, that way each mod has all its files referenced automatically. This method works great when all the mods are loaded, but if one of the race mods is NOT loaded, it gives a bunch of "failed to find data file" errors (for the refere
Update on the Server Issue: According to Dan, the files are present, but a server update had broken some links/modules. We expect to have everything back up and running in the next few days. Thanks everyone for your patience while we work everything out!
Just heard back from Dan, he is looking into the server issue. It should be back up and running soon (ill post up when it is). Progress continues on the Rebellion conversion, please keep in mind that the only race that was "released" was the TCA. There are about 4 others that are essentially done, but not released. Once all the races are finished, an alpha of the entire mod will be released. The alpha will have all the "core" 7DS mod
[quote who="widevac" reply="4778" id="3362368"] The free link no longer works, since it is a dead link: http://www.gamefront.com/files/22292535/Textures.7z And for the Premium link to 7ds, I get this message: 403 Permission Denied You do not have permission for this request /d*****2/phocadownload/userupload/SOASE/SOASE_7DS_2.5_FINAL_RELEASE_OPT.7z Even if I save-as the link, I only get a 1KB 7zip file. Thanks
[quote who="lordlubu21" reply="4785" id="3363156"] Just curious is the updated beta out or is the server just having hiccups?[/quote] The "updated" Beta for the TCA should be up on the server. However, I think there is some server side issues because even I cannot download the files when testing the downloads. I will let Dan know ASAP so we can get this issue fixed!
[quote who="SpardaSon21" reply="4776" id="3357033"] Yeah, all those bugs have been fixed and a patch made (except for the Kol Beta as that is intentional). We're just waiting on the one very busy guy with website access to put it up.[/quote] The revised tca beta is awaiting upload to the server. ( Just poked Dan about this ) Hopefully it'll be up in the next few days. In other news, The TOC, Dark Fleet, and Empire have begun the
[quote who="Yarlen" reply="18" id="3352751"] Quoting Makon86, reply 15Hoping to hell it is a new modifier! I'll certainly be making use of it, if it is Sorry, it's not - I typo'd. It's fixed above now. Quoting Seleuceia, reply 9I suppose it is possible you could grant immunity to PJIs through the same modifier as phasic strike, though that would be a crude method of doing that and would have a loophole for ships currently in wells with PJIs....<br /
[quote who="Toms3" reply="4772" id="3353257"] I logged in just to say that you guys are doing an awesome job with this mod and I'd love to see the "complete" version. Thank you so much for making this. [/quote] Thank you for the kind words, we will certainly keep at it! [quote who="lordlubu21" reply="4770" id="3352820"] Hey Makon will you guys be badly affected by the patch that ca
[quote who="Seleuceia" reply="9" id="3352453"] Quoting SpardaSon21, reply 7or a modifier to phase jump exit distance. Vasari have a tech that already does this... If the +2.5 HP is indeed a flat rate then that's a new modifier...though he could have just meant to say +2.5%, idk.... I suppose it is possible you could grant immunity to PJIs through the same modifier as phasic strike, though that would be a crude method of doing that and would have a lo
[quote who="lordlubu21" reply="4768" id="3352000"] Dammit..... Just take my money guys *throws money* Seriously, name your price to have it uploaded by this weekend? I planed to donate again anyway *Subliminal messages* pirates arrrg[/quote] We are shooting for this weekend :) (For the revised TCA upload) The remaining races and 7DS content will be coming soon....and by soon....well I am n
7DS 3.0 (Rebellion) Update: These races will likely not be released as "Betas" like the TCA was, but will indeed be in a more complete alpha/beta release of the mod. So everyone knows that I and others are still working on it, The Atlantians and the TOU (The Orion Unity) are now converted and playable in Rebellion. There is still remaining work left to make them as they were in Entrenchment, but the bulk of that is done! I will
[quote who="lordlubu21" reply="4762" id="3350704"] The fact that there are races stronger then TCA gives me the shivers "[/quote] While humans are kick ass, the TCA is designed more to be a "badass" race, that isn't overly difficult to play, but requires more thought than just mindlessly upgrading tech and absolutely tearing apart everyone else. Even in entrenchment, the Empire and Atlantian ships still out-dps their TCA "equivalents" at maximum tech level, and are p
Okay so I packaged up the latest rendition of the TCA beta and sent it over to Dan to upload to the server. It will be available for download once he gets around to uploading it, probably in the next couple of days. One of the more important fixes included is the Nova cannon. It shouldn't break the game any longer. Additionally, some abilities were fixed, the Athena may have been bugged, it should be fixed now. However; I probably broke the TEC