This is copy and pasted from the MSGM thread here: https://forums.sinsofasolarempire.com/348205 So I have found the issue with the MSGM not being 100% compliant with the DS mod. Currently the DS mod is still utilizing the v0.2 version of MSGM. When v0.3 is overlaid it overrights everthing correctly, however the Icons_planets.dds v0.3 (TSOP Compliant version) is not properly setup t
boshimi336
So I have found the issue with the MSGM not being 100% compliant with the DS mod. Currently the DS mod is still utilizing the v0.2 version of MSGM. When v0.3 is overlaid it overrights everthing correctly, however the Icons_planets.dds v0.3 (TSOP Compliant version) is not properly setup to work with DS. It is inccorectly referencing sections of the Icons file and that is what is creating this problem. Below is a screen shot of what you can expect when you implement MSGM
Multiple Stars Graphics Mod v0.3 - Standard works with Version 1.2 Vanilla Sins absolutely as intended. Galaxy animations disapear and planets have been shrunk down once the mod is enabled. Now on to test with the latest DS build and hopefully will have a concrete beta build of TSOP to finalize testing with that mod as well.
I'm looking into compatibility issues that have arisen with the Distant Stars mod as well as the TSOP mod now that v1.2 is out for Trinity / Diplomacy. I'll have an update soon and I am hoping to have a revised version available by Sunday evening. I'll keep everyone posted on the progress as I have more.
Man, everyone updates stuff and it breaks. :-P I'm already looking into it this week. I'll let you know.
The gas giants I believe really do play well. Gas Giants tend to have the most orbiting bodies in a planetary system (other than the belts) so it makes sense. Most hard sci-fi settings have battles, refueling stations or mining operations in and or around gas giants. A few of the popular series (not neccesarily all hard sci-fi) such as Babylon 5, Battlestar Galactica, Crusade, Cowboy Bebop, Wing Commander, etc ... mention things like this. There are, I am sure, better lists but this is just what
Looks like I'll have some time tonight as well. I'll take another look at it tonight. Really what would be nice is some version of 0.8 to play with to get this tweaked correctly. It all has to do with the planeticons.tga file that I've converted to .dds is what I'm thinking. I need to double check with the new version of Distant Stars too to make sure that there aren't any issues there. Honestly I wish it were a setting in game that you could turn on or off but if it's a mod that you sim
If 0.8 beta is available for download (even just for original sins) [ Major Stress could you e-mail me a dl link? rjrobie [at] mtu (dot) edu ] If I could get a beta version, even just for vanilla orig sins then I could more effectively test my changes for the Multiple Stars Graphics Mod (MSGM). SIN, doctors visits and hospital events have kept me out of the loop for the past couple of weeks. I'm feeling a bit better and have another appointment tomorrow to get more news on what needs to be do
The AI takes into account relative fleet strength, economy territory etc. If it feels that it will be unable to win in the long run or even the short run there is always a possibility (depending on which type it is, aggressive, fortifier etc), that it will surrender. It will not always fight to the very bitter end.
Sadly we play with the pirates off in DS because they are such a huge game breaker for our group. That is why I have a 'weaker' pirates mod on the 'list of things to do'. Unless someone else wants to make it as an add-on for DS? Also, since the newest patch includes data fixes and reference fixes ect that TSOP had in their mod ... has anyone checked to make sure that DS is not overwriting these fixed files when the mod is enabled? We could probably slim the mod down a bit and not include the
A 'Undo / Back' option as well as Copy / Paste would be very nice. The ability to zoom out even farther would be optimum as well! There currently are quite a few 'add on' packs for Galaxy Forge to bring it into line with Diplomacy and it's entities as well as other mod projects such as Distant Stars.
The planet is dark anyways ... :-P
I have read it said that .dds in game is very useful as when you zoom out the mip-mapping lessens the quality so when you are zoomed out to view the entire gravity well you are running a lesser load on the cpu. I believe that was a discussion in the TSOP thread among the 1.2 Beta Vs. TSOP thread.
It has been largely countered (as have fighter and bomber spam) by the abilities like Magnatize etc getting boosted significantly. It is something I am a fan of. :-)
Someone should totally say 'yes'.
Yeah ... it's also on my list to have a 'weaker pirates mini-mod' for DS. I have a lot of stuff on my plate ... relatively speaking when you compare it to my available time these days. Darn you 60 hour plus work weeks!!!
Yay!!! [e digicons]:grin:[/e]
Every patch there is always something to complain about in some people's minds simply because balance and such changes. That is in essence the very nature of the patch and is again the very nature of the patch history throughout Sins Vanilla, Entrenchment, Diplomacy, and now Trinity. It will likely be the name of the game going into the stand alone expansion Rebellion as well. I have accepted this as the majority of the changes have been improvements and throughout the patch history from Iron
Hmmm ... would the black market be something the DS team would be interested in tweaking? :-)
Yarlen, I must ask as this is more of a coding question than a balance or tweak to the current Trinity / Diplo builds. Would it be possible in Rebellion to have a feature that sets the map 'pre-explored' (minus player or AI built structure etc). Basically, you could see the name of the planet (not it's type or asteroids etc) and it's location (just a gray sphere grayed out when you zoom in) and the phase lanes between each. You would not know where the others homeworlds were or any structure
Woa!!! ZombiesRus5, I just noticed that your Avatar is animated! O.o' As far as effects and other flashy things, are you all utilizing the mip mapping features of .dds or are you sticking with .tga? I figured now might be a good time to mention these things as the choice can dramatically affect performance mid to late game.
Ultimately, do what you find is fun. Always remember that and you'll be all set!
ZombiesRus5, Would this post help? [quote who="Major Stress" reply="925" id="2905556"]I found a way to make "cleaner" DDS textures (compared to my original conversions). The original TSOP conversions introduced some artifacts into the textures. Especially on the UI textures. Now that i know that the textures use the same amount of memory to render no matter what format they are it may not be necessary to change the UI textures.[/quote]
This link has gotten me thinking about Trade Ports and Refineries ... https://forums.sinsofasolarempire.com/361782 this then got me thinking about the black market and how it all works for buying minerals and then selling minerals etc. Has anyone thought about modding (if it is not hard coded) how much the cost to buy and sell minerals fluctuates and modding how slow or fast it returns to
Who knows. Depending on the changes that they are making it may require an update to Vanilla and Entrenchment as some of the files are universal throughout all three versions. Maybe they'll just stick with Trinity / Diplo. It all depends on what the stats on their side of the server walls of ICO and Impulse and the market are telling them will be a good investment of their time and money. As awesome as IC and SD are, they still need to make money. :-)