It's tempting but the ship is problematic. A scout ship with no phase jump? It would be really fast inside a gravity well but it would have to be much slower doing interplanetary/interstellar travel than the rest of the ships in the game with phase drives for it to make sense. -dolynick
dolynick
[quote who="SanitySlayer" reply="1354" id="2410679"]Couldn't you just combine the mods by putting them into the same folder, then use Harpos manifest maker tool to create a manifest from the new combined mod. What's this SG Galaxy mod anyway? whats it do? btw, i've just uploaded my latest version of the minimod modification onto my profile on Moddb, although it is awaiting authorisation [/quote] Yes, if you created a combined manifest it could work. The bigger is
Haha. Yeah, I've been watching the new Stargate series since it has started and been wondering if anything from the new show might fit in with the mod. Unfortunately, I haven't seen anything yet that I think would really fit in with the mod. Destiny is a cool design but it's really old technology for the ancients since it doesn't even have a hyperdrive in it. That alone doesn't work well in the context of a game where the norm for ships is to be able to phase jump for
[quote who="Cheif50" reply="1039" id="2407729"] No problem dolynick but its all the races for me that have no cap names not just stock even the sg races are missing names. Just letting you know. If you know just a reminder if you dont a heads up. [/quote] Yes it was all races, stock and custom. Somehow I hadn't noticed in my own games. I updated the entity property name for that but didn't update to the new string reverence variables they instituted this patch.&n
[quote who="dolynick" reply="1034" id="2407311"] Quoting Cheif50, reply 1033 For example for the TEC there is no TDN Ultima or w/e name it is and same goes for the other races. Its just a blank. I would post a replay but i dont know how to pull it out of the folder. Ah... but just for the stock races right? I think I know what is wrong then. I may have forgotten to update the entries for the stock races. I know I did th
[quote who="ColonelShadow" reply="1035" id="2407363"]dolynick will there be any updates on the mod like new ship and races [/quote] I have not been actively modding for a while now. So yeah, lately it's just been compatibility updates and the occassional bug fix rather than any actual further development of the mod. There are still lots of things I would have liked to have done or included in the mod but whether and when I might get back into develop
[quote who="Cheif50" reply="1033" id="2407269"]For example for the TEC there is no TDN Ultima or w/e name it is and same goes for the other races. Its just a blank. I would post a replay but i dont know how to pull it out of the folder. [/quote] Ah... but just for the stock races right? I think I know what is wrong then. I may have forgotten to update the entries for the stock races. I know I did them for the customs. Will have to check that.
[quote who="Cheif50" reply="1031" id="2406885"]Do i need quotation marks around the numbers? PS: This is what is in my file when i opened the 2 files. NumStrings 6881 entityNameCount 2038 [/quote] Those are the right values so you should have the proper files for the newest version. What exactly do you mean when you say you're missing "starting" names for capital ships? Are those the only strings missing? -dolynick
[quote who="Cheif50" reply="1029" id="2406632"]Wow this would be the 5th now lol. O well such is life. EDIT: Redownloaded and reinstalled still same no starting cap names. [/quote] Open the entity.manifest file in notepad and post the entiyNameCount value. It should be 2038 in SGGalaxy-e1.02. Also open the String/english.str and post the NumSrings value. It should be 6881 in SGGalaxy-e1.02. -dolynick
[quote who="Cheif50" reply="1027" id="2406211"]Its the SG Galaxy mod if your wondering. [/quote] That's what we were using last night with no issues like that that I was aware of. I was playing the Wraith and he was using the Ancients with no complaints. I would suggest redownloading the mod. Delete the original installation and recreate it again with the zip contents. -dolynick
[quote who="Cheif50" reply="1025" id="2405640"]Uh now instead of hud icons im missing cap ship starting names. All races. [/quote] That's very strange. A buddy and I played part of a game last night and while we had a wierd issue with differing mod versions (he had to download it twice before he got the current version for some reason, strange) everything worked well. We did notice an incorrect infocard icon for the Ancients constructor but he was playing as the Ancie
[quote who="Eomega" reply="1344" id="2404889"] Quoting TheRezonator, reply 1341 Asuran stargate satellite very cool... what role will it play in the Sins universe? like, standard turret defense, super weapon or deployable seige platform like the Vulkoras? Quoting dolynick, reply 1343 I'm guessing some sort of expensive, late tech siege weapon. At least, that's what I would do with it in SGRaces.<br
[quote who="ghoohg" reply="1023" id="2405003"]it was in races, ive gotten more minidumps but they just happen at random apparently (now i have 2 ancient players and 3 tec players) [/quote] Redownload the mods. I posted after you that I had found errors in the updates and reposted all the affected mods. They should work fine now. -dolynick
I'm guessing some sort of expensive, late tech siege weapon. At least, that's what I would do with it in SGRaces. -dolynick
[quote who="Riser38" reply="1339" id="2404013"]Asuran stargate satellite 9,568 Polys Enjoy http://riser38.deviantart.com/ Reduced 56% Original 759 x 774 [/quote] Nice! -dolynick
[quote who="Cheif50" reply="1020" id="2403483"]Is SG galaxy for 1.041? [/quote] Yes, all the 1.04 mods will work with 1.041. I don't think there were any changes in the hotfix patch that required changes to mods over what 1.04 required. If there was, it doesn't really matter since I was using 1.041 when I fixed the broken 1.04 versions of the mods anyways. -dolynick
[quote who="Cheif50" reply="1018" id="2402978"]SG galaxy mod missing some Asgard pics when you select to build the ships there are only boxes. [/quote] Just checked both SGRaces and SGGalaxy and I'm not seeing any missing HUD Icons for the Asgard ships or structures. You may have a mod installation issue on your end. -dolynick
[quote who="Eomega" reply="1337" id="2401854"] oh and Hollar means, get a hold of me... something teenagers are saying these days, atleast around here. [/quote] Those damn teenagers and their hip vernacular! :p -dolynick
Ok. Fixed versions of SGRaces-e1.02, GalaxyMod-e1.01 and SGGalaxy-e1.02 are all available for download in the thread OP. That should resolve all minidump issues in the first released versions. Once again, please delete the old version and redownload the new fixed versions. Checksums will be different so you won't be able to play multiplayer with them if you don't make sure you have a clean "new" version. -dolynick
Ok, I have discovered problems in SGRaces, GalaxyMod and SGGalaxy. I will have a fixed version of SGRaces up in a few minutes but I will be disabling the downloads for GalaxyMod and SGGalaxy until I can upload the fixed versions of them (they take much longer and it's late). I have not incremented the version number this time, so please redownload the 1.04 versions if you have previously. Sorry for the mess up guys. It's been a while since I had to do an update and
[quote who="ddey" reply="1013" id="2400627"]probleme minidump ==> dolynick_SGRaces-e1.02.zip Sins of a Solar Empire - Entrenchment v1.04 [/quote] Thanks. I will look at it when I get a chance. I mainly tested SGGalaxy while I was updating since it's a combination of all the other mods. It's possible that I missed or messed up something in the SGRaces standalone that didn't get transfered to the SGGalaxy version. -dolynick
[quote who="ghoohg" reply="1011" id="2400046"]love this mod, btw stargate universe came out wewt ok got a minidump, I was ancients team 10, there was 2 asgard easy and 1 asgard normal on team 1, there was 2 wraith easy and 1 wraith normal on team 2, and there was 1 hard ancient on team 3. map was hyperions gate. everything was on fastest quickstart was on, when the game started I set 2 units to scout and then increased game speed to max, finally I built 3 of the ships to the right
I've updated the thread with new links to 1.04/1.041 compatible release versions. I do not have the 1.04 version of GalaxyMod available for download yet but will once I find a block of time to tie up my upload bandwitdth in. No changes of any real significance in these updates, pretty much compatibility updates. -dolynick
[quote who="harpo99999" reply="1008" id="2397127"]dolynick, that is quite understandable. personally I like to know the H & 4 W's(How, What, Why,When,Who) as having enough information makes it easy to make the best choice. also I get to find out the exact changes between versions as I have MOST(not all) versions of sins in txt and can compare between them fairly quickly. harpo [/quote] Yeah, me too actually. I'm a bit of a packrat when it comes to
[quote who="harpo99999" reply="1006" id="2397096"]dolynick I have also released the mod updater to 1.18a in reply 93, and it does update the player entities among others, also there are added entity files that are needed for addon mods, but not for TC mods harpo [/quote] Thanks. I've already got basic compatibility fixed in the SGRaces mod though. There are a couple little non-critical updates left to do but the mod is now playable in 1.04