Peter1x9

Peter1x9

Joined Member # 4337608
1 Posts 110 Replies 868 Reputation

I solved it! I put the original Frigate_EA_Asimov.entity back into the mod and changed the line mass 0.000000 -> mass 2000.000000 and it worked flawlessly! Btw, for now he is using the stock TEC colony ship mesh as a placeholder there so I knew it wasn't that from the start. Very strange that zero mass would do this, but I guess the engine just doesn't know what to do in this case. A more minor thing I noticed is that the Ome

5,473 Replies 14,199,681 Views

The whole colony ship thing is very very strange. The only real things different between the stock colony ship (besides cosmetic issues) and the asimov are these: mass 0.000000 renderShield FALSE And I'm not sure that either would cause the catastrophic invisible ship bug we are encountering. I'll play around some more with the asimov and see if I can figure anything else out. My guess would be the zero mass, but I don't see why it would c

5,473 Replies 14,199,681 Views

[quote who="Stant123" reply="5450" id="2965281"] So that in and of itself should be a note of caution about using them. But more specifically to the real problem you're having... Powerful Pirates and Flagship both make changes to the galaxysceneriodef file, and both have conflicting entity.manifests so they will never work together as individual minimods no matter how you stack them. If you were to try to run them at the same time or to combine the two in

8,423 Replies 15,671,895 Views

I'm using Diplomacy 1.21. What is the EXACT order that I should be applying the minimods if I want to use all of them? I have already applied the scout fix patch to the main mod (overwrote the three entity files). So far, I have this order working without minidumping out on the mod screen (haven't tested ingame yet): Powerful Pirates Dynamic Movement DS 0.99 B3 and my checksum is 222898522 However, the second I

8,423 Replies 15,671,895 Views

I also found it on the IceGiant planet. So the three buffs that have this problem are BuffAuroraCosmicRaysTarget, BuffRockGiantDebrisTarget, and BuffIceGiantIceParticlesTarget. Btw, any plans on applying Bailknight's weapon graphics to the original three races? Edit: I found more shield mitigation problems, this time with the trade alliance. Darn invincible ships lol [IMG]http://i.imgur.com/GQgMI.jpg[/IMG]

1,681 Replies 4,213,027 Views

I've recently discovered that planets with a buffOverTimeActionType "RestoreShields" and a negative shieldRestoreRate cause very strange things to happen. The planet buffs that have this are BuffAuroraCosmicRaysTarget and BuffRockGiantDebrisTarget. I've seen ships end up with very high negative shield values (-20000 or more) that die in one hit (had massively negative shields and full hitpoints). Another wierd side-effect is that ship pathing completely breaks down

1,681 Replies 4,213,027 Views

I was having lots of fun with this last night. I made a 4-player game vs 3 AIs. I chose the Ori race. While I was building up, the Wraith took two planets from the Ancients. I then kicked them out of Ancients territory and attacked the Ancients. While I was attacking the Ancients, Baal sent a massive fleet at the Wraith (Including an Anubis battleship). Every few minutes he also sent a single Alkesh at my planets just to annoy me. And, of course, th

1,775 Replies 3,753,662 Views

I still don't think it will be that difficult to balance them. Since they are living ships, just make their build times much longer. In an equivalent-sized battle with the younger races they should be able to turn everything into meatloaf. However, since their numbers are smaller due to longer build times things should be pretty even. By doing this, you probably wouldn't even have to make them super-expensive or make their research times insanely long.

5,473 Replies 14,199,681 Views

I also noticed another thing causing the shield mitigation problems: BuffEnergyAbsorb_Replicators, BuffEnergyAbsorbCapital_Replicators, and BuffStarbaseEnergyAbsorb_Replicators are all adding 10% more to the replicator shield mitigation, specifically this section in entitymodifiers: entityModifier buffEntityModifierType "ShieldMitigation" value Level:0 0.100000 &

1,681 Replies 4,213,027 Views

Yay! My only major complaint now is that the Replicator shield mitigation is still way too high. I've been encountering level 10 replicator capital ships that routinely have 80%+ shield mitigation (when under attack) and even encountered one with 103% shield mitigation (when under attack). Needless to say, they slaughtered my Norlamin fleet, starbase, and defenses. The few minor complaints I have are that the DysonSphereWorld and RingWorld have exc

1,681 Replies 4,213,027 Views

The minidump is probably due to the broken city world entry on the galaxyscenariodef file. Basically, any time you load a map with a city world (or a random map that picks one), you WILL get a minidump 100% of the time. I guess it only happens on Windows 7 64 bit systems but is in fact due to the bad entry in galaxyscenariodef. After using the fixed version, I haven't had another minidump...and I'm on windows 7 64 bit. If you have Win 7 64 bit on a lower-end sy

4,959 Replies 12,516,575 Views

[quote who="Thoumsin" reply="4215" id="2943092"] Try to start the game with the dev.exe version ( "Sins of a Solar Empire Entrenchment Dev.exe" )... this will generate a full text log of your game session... modders cannot use a mini-dump file but they can use the dev.exe log for track problems... everything is written in the log, from model problem to string error... these log can become huge ( 30-50 mb ), so it is a good idea to zip them before posting them somewhere... [

4,959 Replies 12,516,575 Views

I've traced one of the Windows 7 64 bit minidumps to any map containing a City planet. I was playing around with my own custom map and kept getting minidumps. So I went and made all the planets default Sins worlds. The game ran just fine. So then I went through the planet types one by one until I found that having a City world on the map causes a minidump 100% of the time. I've been able to play every race without minidumping on any map without a City p

4,959 Replies 12,516,575 Views

Is it me or does this shield mitigation seem a bit high? (any level 10 replicator capital ship during extended combat [edit: the dreadnought shield mitigation caps at 76% but all the others reach 89%]):

1,681 Replies 4,213,027 Views

I noticed a couple of minor bugs (or features?) just now: The trade alliance shield generator ability still has "String not found" when you mouse over the building's ability icon. The Chthonian planet is completely invulnerable to bombing (and asteroid bombardment from starbases). I had to culture it to death in my game. I'm not sure if planet drain works on it (haven't tested). Since asteroid bombardment doesn't damage these planets, I&

1,681 Replies 4,213,027 Views

I like all the changes in R4. I saw your post on moddb about windows corrupting the mod. That stinks, but it still ran pretty good on my end. The only things I noticed are that it kept throwing lots of errors during loading (I have ShowErrors set to true in diplomacy.user) and the loading screen after the intros was blank. At first I thought things locked up, but I clicked the mouse and went to the main menu. The dangerous asteroids have also grown on me, now I just

1,681 Replies 4,213,027 Views

Unfortunately, the Vorlons and Shadows were way more powerful than everyone else. In the "Shadow Dancing" episode the younger races lost 2 ships to every Shadow ship. And the Vorlons are even more powerful than the Shadows. The only way the shadows had parity to the Vorlons was through sheer numbers. Probably the only way to balance the two races is to either make them way more expensive or (even better) would be to greatly increase their ship construction times.

5,473 Replies 14,199,681 Views