the CORRECT location for the galaxy forge maps(that you havecreated OR downloaded)(for vanilla/entrnechment/diplomacy/trinity) is for xp C:\Documents and Settings\ 'user name' \ Local Settings\Application Data \Ironclad Games\Sins of a Solar Empire\GalaxyForge or for vista/windows 7/window 8 C:\Users\ 'user name' \<span style="
harpo99999
shamrock, did you extract ALL the convertdata's that are in the archive?, and are the files that you want to convert in a path with a FOLDER name containing the expansion AND version number(eg mods-Rebellion v1.01 or mods-entrenchment v1.15)? harpo
and here I am throwing another fuel can on the fire, there is another kickstarter for another LARGER build volume fused fillament fabrication printer (the build volumes that are on offer are 15 INCH by 15 INCH by 15 INCH (the smaller size) or 20 INCH by 20 INCH by 20 INCH (the larger size) and here is the ks link https://www.kickstarter.com/projects/cobblebot/cobblebot-3d-printer
amplifiction, the galaxy files in the zip ARE mapversion 3 (current for vanilla/entrenchment/diplomacy/trinity and so would NOT get updated for a trinity install, but if you are trying to update trinity maps to rebellion, then it should work if you click on the rebellion button first, BUT if the rebellion button is greyed out then it means that your rebellion game install is not found from the registry pointers to the rebellion game, but during the testing I updated the files anyway, and have
lord-voldemort, was the entity file(s)(that you want to convert) from the CURRENT version of the game or from an EARLIER version of the game? harpo
why bother obtaining a realistic RUBBER snake, when you can get a DEATHADDER for similar costs, and actually GET RID of the fool, and why not get a PAIR of them and use the second of the EX's car seat? harpo
personally, I only do those tricks to those I do not like (the rest of the world) harpo
starkers, that IS my favourite version of ST2 and I do do that with ALL movies and do find the movies BOORING if I do NOT, and I also have scored 100+ on the test when really pissed off at computers in spite of being owned by a cat. harpo
but it DOES help the people that do NOT do rebellion, it only confuses those SIMPLE rebels harpo
and there is an ENTIRE thread( https://forums.sinsofasolarempire.com/426813/page/18/#replies ) regarding the issues in mapversion 4 , but unfortunately we (the agitators from the thread) have not had a success YET for getting the issues fixed, BUT we did get an admission (from blair fraser(one of the lead developers OF sins of a solar empire) no less) that there ARE issues and that they NEED to be fixed, and hopefully w
respawnedtitanl10, this thread was CREATED way back when there was NO expansions OR starbases,diplomacy OR rebellions in sins, and does give the information that IS still relevent for the ORIGINAL sins/entrenchment/diplomacy SET of games harpo
to my limited knowledge, it is NOT possible to place closer than inside a gravity well for spawned structures ( I think that the ENGINE is hard coded to use random locations(between min build radius and max build radius for the planet type) inside a gravity well. harpo
my mod updater/ utilities thread ( https://forums.sinsofasolarempire.com/356807 ) should have ALL convertdata's from all released versions as the mod updater NEEDS each version so that mods can be updated correctly. harpo
starkers, you are just on old softie who couldn't hurt a paper bag to save his life. myfist0, you have been cuffed enough times to cause you to cringe whenever anybody so much as raises their voice near you. jafo, go and puck up those jaffas that you rolled down the isle. harpo
the latest entrenchment version (from the stardock downloads page) is 1.055 . from my limited memory it was just a an exe update not one that altered entities so the mods for 1.053 should work in 1.055. if not pm me and I will check exact differences between versions and update my mod updater for the differences so that the mod should work harpo
no bones, OR working turrets in sins, the engine does NOT support them, some MASTER modders have been able to FAKE moving turrets with particles, BUT not in the mesh for the ships, just a particle on an emitter ON the mesh and the weapon point is NOT in the particle mesh BUT on the SHIP mesh. harpo
mikefacciola, there is the tec loyalist research that allows twin sb's in a gw, but the tec sb's do not move or jump harpo
noticed an interesting effect from the 'chaining damage', it seems that it is working by attracting ALL objects (at first it appeared to be just the gravity well, but it now appears to be all galaxies)(this includes starbases, structures and ships but for some reason NOT suns, planets or asteriods) to the point of origin of the fire, so WHEN the antimatter powerplants collapse from the gravity of the mass of ships, starbases and structures there will be REALLY big BANG(possibly
answers 1 (set an AI to slot(s) you do NOT want to start in during game start(might not work)) OR set the line that reads 'randomizeStartingPositions FALSE' to read 'randomizeStartingPositions TRUE' in the galaxy file (the second idea will place the player in ANY of the starting locations. 2 mod specific and only possible WHEN randomizeStartingPositions is FALSE and modifying the players in the particular map 2a supposed to be possible BUT in prac
[quote who="kidofamerica" reply="675" id="3460480"] I am not having luck trying to sign up to your forums to download the mod? Is there an alternate way? Is a Download link buried somewhere in these 27 page thread?[/quote]there is TWO download links in the Original Post of the thread at the bottom of the thread harpo
then it WAS the three lines that have debug in them that caused the issue harpo
did you change the last three lines in the targetsinsver.txt to NOT read debug? if not then PLEASE change the three lines to NOT solely contain debug, eg debugging, debugged, buggered etc. harpo
the appdata is for the vanilla/entrenchment/diplomacy/trinity versions only, the rebellion CHANGED the path to the my docs area (where it should have been since 2005 ie long BEFORE beta leta alone release) harpo
the galaxyforge maps and the converted/updated maps SHOULD go into the GalaxyForge folder next to your MODS folder ( path is My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\GalaxyForge for rebellion and C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge for trinity/vanilla/entrenchment/diplomacy), BUT the map designer maps SHOULD go into the MapDesigner folder (again next to the MODS folder). any extra maps
yes the quick workaround for the sins need error message is to delete the targetsinsver.txt, BUT for rebellion the FOURTH version line is the one to change, but it might be looking for the vanilla sins exe, so the best fix for the mapupdater would be the delete file fix. the targetsinsver.txt was so that people that had the older sins re-installed without updating (or being able to update) would know that they should update, and the targetsinsver.txt is neede by the mod updater. harpo