Another thing I can't stand about sins. The error messages make no sense lol. That is, of course, when it doesn't minidump out with an unreadable error file. [e digicons]#:([/e]
Peter1x9
Ah that explains the AI problems! I almost wonder if the costs of other things such as ships have something to do with it too. Maybe the AI is scripted to build X amount of certain roletypes, do some research, then build X amount of another roletype, then do more research etc. What might be happening is that it has the resources to do the research but not build the ships that it's scripted to build before doing the research. One thing I notice
Ya, I had also recommended some changes to the structure of the tech trees. During my bug hunting I noticed that a lot of the research items had prerequisites from higher tiers than themselves. To say this made things confusing during gameplay would be an understatement. There were also some very minor things I suggested such as swapping rows of a few techs so the game would generate the arrows properly. I did make a workaround for the refueling mechanic in cas
[quote who="wbino" reply="2566" id="2982068"]How do I load up and old ver. of diplomacy? I have 1.3, this mod says to install into 1.011 directory.[/quote] The bad news is that you don't. The last SoaSE patch completely reworked the diplomacy tree so that the older versions of ANY mod will cause the game to minidump out. The good news is that another beta release of this mod with lots and lots of bug fixes, new models, and compatibility for 1.3 is coming soon&n
[quote who="-Ue_Carbon" reply="9" id="2981141"] Quoting Peter1x9, reply 7 Personally I absolutely HATE where they chose to put all the mod and settings files. Why couldn't you guys (Devs) have just put it as a subfolder in in the Game's main directory? B/c to get the "Games for Windows" title or whatever you call it...the Devs had to put it into the AppData folder. So any rage should be put towards Mircosoft not IC. [/quote]
Are you looking in the right place? It's NOT in the main "c:\Sins of a Solar Empire" (or whatever letter you give to the harddrive) directory. Personally I absolutely HATE where they chose to put all the mod and settings files. Why couldn't you guys (Devs) have just put it as a subfolder in in the Game's main directory? For Windows 7, (no matter where you installed the game) it creates the mod and settings directory way off in c:\users\yournamehere\
You are welcome! I was having lots of fun with another EA civil war last night. The EA research tree is now fully researchable and working properly. All that's left to do there is link the buildings (refinery, trade port, culture center, etc) to their research prerequisites. I've also rebalanced the planet militias and replaced the Apollo (highest tier planet bomber) with the Sagittarius (first tier planet bomber) and added the siege roletype to the Sag
Update: I now have the Refueling Stations and Repair Yards working for all the races. I also found a problem in the Narn research tree and suggested a few ways to fix it. We still have a long way to go but things are progressing nicely. The bugs are being slain!
[quote who="Swiss Knight" reply="4261" id="2975234"]is the wavy effect a metaphor for how unstable this mod is[/quote] [quote who="Thoumsin" reply="4262" id="2975314"]So, in place of using energy for make non-constructive critic[/quote] Here's my constructive criticism: Beta 3 of the mod is actually very stable-if you find and download the urban planet fix. Imo, the one (and unfortunately incredibly massive) thing they did wrong with the mod wa
I think I have starbase weapons figured out. The short answer: You have to change things in both the Starbase(race).entity and StarbaseUpgrade(race)Weapons.entity If you make the first weapon type available to the player at the start, you would then make the second weapon type a prerequisite of the third weapon type in the research, and so on. The extremely long answer: With starbases you could do what you want by making each weapon type one of the
Lowering the population will lower the tax income. From the screenshot, it has a max population of 5000 + 2000 from the planet bonus. You would need to change the planet values in both PlanetRing (planetUpgradeDef path:Population) and PlanetBonusRingBasic (floatBonus:AdditivePopulation).
[quote who="CRZYnLAZY" reply="4254" id="2973654"]Mine always crashes on loading screen and then I can't get back in the game until about an hour later![/quote] Did you download beta 3 or beta 4? Only Beta 3 is visible to free members right now and it always crashed on load screen due to the urban planet bug. Beta 3 is not the newest version.
I just got confirmation that they did put the urban planet fix in beta 4. Edit: Beta 4 is not visible yet.
Yay! [e digicons]:grin:[/e]
All the minidumps have been slain! The Earth Alliance, Narn, Centauri, and Minbari are completely playable! Some things haven't been implemented yet but things are coming along quite well. It's safe to say that capital ship bombardment by bombs is now old-fashioned. As Earth Alliance, my fleet of frigates was busy launching bombs at an enemy planet while my Omegas, Hyperions, and even a Victory were happily firing every beam they had at it. Mass
Yay! So I was on the right track with the starbases. That makes perfect sense with the constructors. Another bug is slain! [IMG]http://i.imgur.com/Jrww8.jpg[/IMG] "There, you see! This will teach you to trifle with the mighty Centauri!" - Centauri Vs Insect
Great news! I have a theory on why the others aren't working, I'm going to check some things and see. Edit: Bah! Still dumped out with the Centauri. I have autosave off but timed the crash to approx 30 minutes in. I thought that the roletypes on the Balvarin, Centurion, and Maximus were throwing the AI off like they were for the colony frigates. Here's what I did: Centauri Balvarin (made typecount 1 and carrier)<
I'm also crashing at the same points. My guess is that the AI hits something in the research that is doing something other than what it expects. Another guess is that the AI wants to build starbases but can't because the player entities don't have one and/or the research doesn't allow them to. Grrr! We want to play Babylon 5 in Sins, but the darn AI keeps wanting to play default Sins.
FFs, I hate windows! The colony ship WAS in fact the only thing causing the minbari and narn to minidump within a few seconds. I just didn't save the changes to the files within the mod directory. I'll pm you the fixed files and we can go from there. Note to self: don't try to mod when tired. :p
The Cylons had all kinds of weapons defending the colony (very last battle of the series). I even saw what could only be railguns in addition to bullets and missiles. What was originally visual/recognition evolved into the default battle strategies of the two sides. The Cylon strategy was "spam missiles and raiders" from a safe distance due to the low durability but high regeneration rate of their basestars. The Colonial strategy was more "in your face" with massive
The EA and Centauri run just fine with the colony ship fix, but there appear to be other problems causing the Narn and Minbari to dump out within a few seconds.
Well the minidump is gone now thanks to the roletype fix I did. I can't colonize anything since the asimov's AntiMatterRestoreRate is 0.000000. There is still a lot of spammed lines in my debug logfile. It is now this batch over and over: C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Window\Screens\ResearchScreen.cpp(555): assert! [blockInfo != 0] C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS\Window\Screens\ResearchScreen.cpp(722): assert! [i
Looks like it is going to take a while to upload. In the meantime, fixing the roletype seems to solve the minidump a few seconds in. The AI seems incredibly sensitive to any changes. In Frigate_EA_Asimov.entity (same for every race's colony ship), change typeCount 1 frigateRoleType "Colony" to typeCount 2 frigateRoleType "Colony" frigateRoleType "ResourceCapturer" edit: also change ability:0
Ok, I've got it running again. It has to do with the frigateRoleType. Since you based your placeholder on the tech colony ship, the AI thinks that it should be able to also be a "ResourceCapturer". Probably the best way to fix this is to allow the Asimov and all the other colony ships to also capture resources that can be captured by ship. Right now it runs but it will probably minidump 15 minutes into the game when it goes to use the Asimov to capture resources bu
All the other races also had the same zero mass on their colony ships. Try changing them on your end and see if it still dumps on you. Edit: well that fixed one problem but it's still dumping on me. I just didn't give it enough time to dump before. Something else is wrong with the colony ship too. Shoot! :p