It just showed up in Impulse for me [e digicons]:grin:[/e] I got the email confirmation about an hour before Impulse showed it, even with manually adding the Entrencement Registration - I now have the Rego listed twice [e digicons]^_^[/e] And now there is the wait for the download - nearly 300MB ... Can't wait to get into playing though.
SEB9
Tkins, yes you're right too; I'd forgotten that alternative cause...
You are correct, this has been covered before - its a pity the search feature of this forum is so poor (I couldn't find the thread when I had this problem by searching until I got google to search the forum [e digicons]:annoyed:[/e] ) Basically this and the Instant Defeat issue is due to the Player(s) setup in the map. Make sure each player has a starting Home World - planet/astroid etc...
I'm not sure that Pirate ever use Wormholes - perhaps others can confirm this. Wormholes can be linked across Stars as you indicate you want to do. With the 1.1 GalaxyForge, you just setup wormhole links in the same way you setup phase lane links.
However, to get any changes you've made to be used by the game, you do not need to convert the files into Binary format. Putting the modified files in your Mods folder - on my PC this is " C:\Documents and Settings\[username]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods" and then simply activate it in the game via the starting menus.
With the additional Suns included with this mod, is there by any chance a K Class sun (Orange)?
Look up at the Stickies area...you'll fnd most if not all of what you are asking for.
hmm that interesting Annatar11; as it seems to pertain to my own issues with things not working that I think should. Perhaps this hints at some issue with the engine itself when we modders start messing with the files; that its possible to get the engine, or something, into a 'state' that interfers in some way with custom files. Obviously its not wide spread; but now and again someone bumps against something the game would rather we didn't - or I'm just seeing shapes in the mist [e di
If I remember correctly, O.R.B employed Orbital Movement mechanics as part of a systems' setup.
Cool, now that would make for some interesting play changes. You'll have to come-up with minesweepers now [e digicons]^_^[/e]
Give that man a cigar! I knew what I wanted but for the life of me I couldn't remember that name of the Shield or the ship [e digicons]o_O[/e] , yes the use of that Ability was the idea - why reinvent wheel... I was more thinking of adding an entirely new ship to be the Colossus. I think it needs some more ground work before jumping in. But your idea would allow it to be implemented and tested more quickly to see if its viable.
Thanks for the feedback. As I said above, the mod hasn't had much in the way of play testing yet. As a mainly TEC player, I've yet to have alot play throughs as either of the other races. What I have found is that Capital ships are able to wipe the field of battle more easily than I was expecting, so I am looking at whether increasing umshielded ship's armor may offset this somewhat. I have also found that the use of Strike craft to be more important now as the unshielded sh
I wonder if it would be possible by changing the SDC/Impulse Install Paths between installs, and as Annatar11 says, starting with a previous version on CD, ... or by Restoring an Backup version of the game via SDC/Impulse - if you have that setting turned on.
Yeah, QCD site seems to be having problems, I can't get to it either...
I use QCD for my music encoding. I'd suggest that if you have the original track(s), to encode them straight to OGG rather than re-encoding from MP3 to OGG - the quality would be better.
I just put up a 1.1 MOD - Capital Ship Hard Shields. I juat restarted the MOD with Reference Files from the Forge 1.1 package.
One small correction to your previous post Annatar11, If you're not putting the ability on a capital ship, you cannot use Intrinsic levelSourceType because no other ship can gain levels. This is not true as I have moved a ship Ability to a PlanetOrbital and not changed the levelSourceType from Intrinsic. The Ability works like this. I will qualify this by saying that I have Zeroed Level 1 and 2 entries so that only Level 0 has relevant data. <
By all accounts its sounds like Entrencement will fix the issue and allow more than 4 Abilities due to the Starbase - here's hoping. Let me know what you think of the MOD, its not had that much play-testing yet.
Name : Capital Ship Hard Shields (CSHS) PoC : SEB9 URL : Download Info : A simple Mod that works on the premise that Shielding technology is bulky and requires a huge amount of ener
Capital Ship Hard Shields by SEB9 A simple Mod that works on the premise that Shielding technology is bulky and requires a huge amount of energy to form and project a shield around a ship. Therefore only Captial ships have the size to mount and operate a Shield system, every other class o
I'm afraid you're in for alot more work - the reference files for 1.1 are different from those of 1.05 and so MODS done with 1.05 will need to be updated to 1.1. The individual files you've modified or added maybe ok, but you need to update the GameInfo reference files to those of 1.1
I really hope so as my new MOD adds a new ability to all Captial ships, which currently means I have to replace one of the default ones to make it available...[e digicons]:annoyed:[/e]
As always, the Beta will show-up when it shows up [e digicons]*_*[/e]
Just PreOrdered it and am looking forward to the Beta...
I use an app called Milkshape which I have found to be quite easy to get into, the devs and community are quite active and helpful too.