dolynick

dolynick

Joined Member # 3162142
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[quote who="SpardaSon21" reply="1003" id="2395606"]You might want to wait until the 1.041 hotfix to update though. [/quote] Thanks for the heads up Sparda. Armed with that information I may not release an updated version until the hotfix. I'm hoping that I can get compatibility for 1.04 done privately in the mean time though. I would hope that a hotfix won't modify anything too drastically on top of the 1.04 changes. -dolynick

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[quote who="harpo99999" reply="1002" id="2395369"]dolynick, if you want to download the files I have txted here is the sins 1.18 and entrenchment 1.04 files. harpo [/quote] Thanks Harpo. I'm downloading now. There are obviously changes to some pretty important entities. I'm getting errors on player.entity files and I'm just getting started checking for changes. Hopefully it won't be too much work to adjust. Of course, the

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Just became aware of the new patch a few minutes before this post. If I have a chance tomorrow I will update Sins and see exactly what mod compatibility issues there might be. From the patch notes I don't see much listed in there that would break mod compatibility but you never know. -dolynick

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[quote who="MoonHeaven" reply="977" id="2364692"]thats exactly what i thought. however from the game we played he was using mostly frigates to defend his home world and i was outrunning them by alot, all my ships were. now dont get me wrong, I love this mod. its one of the only ones i use. im thinking i may have miscombined the different mods however he mentioned it to me, as iv been playing so long with this race iv never really noticed, that in the time it took him to get from one side of a

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[quote who="MoonHeaven" reply="972" id="2359054"]so my question is more code based. i was playing with a friend the other day and as i played the atlantians and he played the tec we noticed the vanilla race ships are horribly underpowered in comparison to the new races, as well as travel speed. i went clear across a galactic system and in the same time frame he using tec got from one side of a gravity well to the other. was wondering if that was ment to be like that or that was an unknown err

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[quote]also i made a map in galaxy forge and it works in all other mods but yours for some reason i dont know if im doing someing wrong or if you mod just doest work with galaxy forge made maps.[/quote] If you're using SGGalaxy (or anything that incluses GalaxyMod or PlanetSize) then you will likely run into issues. PlanetSize will just simply screw up the spacing between planets on a pre-made map. I know there have been some GalaxyForge mods put out that allow 7DS/Si

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[quote]been playing this mod for a wial now and the only real complaint i have is that the hiveship really dosent look all that much like a hive ship other then that tho its a really good mod and i can look past that bit. havent been able to get to the city ship tho as i eather die to fast or it just wasent worth it to get up to that point in the amount of resorses.[/quote] Yeah, I am aware that the hive texturing appears to have some issues. I haven't figured out how to correct

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Yeah, I still have a copy of the last vanilla version I released but it's seriously out of date now and if there isn't a lot missing that's in the current Entrenchment versions then what is there is probably quite different anyways. I did some rebalancing and changing up of stuff when I converted to Entrenchment, particularly with the Ancients. -dolynick

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The only way to have the shield effect visible ALL the time would be to actually have an effect in play. This would not be an actual shield mesh but rather an effect created in particle forge. This is possible to do but requires the use of an ability slot. You would then have to sort out how to have it go away once the shield is depleted (and reapply once shield points are present again) but if I recall EOmega mentioned to me some time ago he had managed to get something lik

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Very good overall strategic guide for Cataract. Well done Ke5strel. I've long been prioritizing the Fortitude flag on Cataract, followed by pushing the enemy gold flag. I play the Rook most of the time with my team and I'm starting to get quite good at either holding or keeping constant harrassment on the enemy in the fortitude lane if I'm pushed out when it's 2v1 against me. A good team will keep me away from the flag with continued 2v1 in that lane, in which case I

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It's posted in the directions near the end of the thread post that the game may crash if you have your game settings turned up to the highest levels. Even one step down is enough to clear up the issue. I'm not sure what causes it but it's an issue that also affects some of the other large mods available. -dolynick

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Yeah, I'm sick of Cataract as well. I really dislike Prison though... so aside from Leviathan as 3v3 there isn't much else to choose from. A lot of players will even complain about doing Leviathan 3v3 too but I personally think it works pretty well. Exile is fairly cool but tends to either be a blowout or drawn out grind due to the choke points. I love The Brothers but people complain about doing it 4v4 and 5v5 is a fairly rare game for me. The Brothers is also

30 Replies 11,573 Views

I've updated the OP with new download links for updated versions of SGRaces, GalaxyMod, PlanetSize and SGGalaxy. These are mostly just 1.03 compatibility updates but there are a couple bug fixes as well. The only noteworthy change is that, when using PlanetSize or SGGalaxy, Gas Giants can now support 2 star bases within their massive gravity wells as opposed to just the one at other planets. SGGalaxy also gives Gas Giants more tactical slots now and a slightly higher max log

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Hmm... I'm having some trouble recalling specific names of a lot of nice player's I've played with and against over the months but here are some that come to mind: Twin250, SteWee, McShane87, mheade, pacov, drugfreeboy, regabond, Winter33, Davian_Thule, StellaStar*, Shedding, TheUberSmurf (hipgnosis now I think), and of course my own team mates who are all decent guys (Bill Ab, Wildindian, iSOBigD). There are plenty of others as well but unfortunately I'm just not recalling na

41 Replies 121,988 Views

[quote]Its truely priceless to go into 1v2 and come walking away with a 'double-smite' or more.[/quote] Yeah, that is great indeed. I had a game last night where two UBs came after me 2v1. I had no towers up but one of the UBs was squashed and the other ran for his life. Unfortunately, I was slow on the sigil or tower + transfer and poison got me after the 2nd fled - but that was my fault. The "omg" from one of the UBs made my night though. Non-tower Ro

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My Rook build is similar to the first reply but my order is a bit different. -I start with Towers 1. This is typically the only point I spend there, though in certain circumstances I could go for level 2 if need be. Towers are crucial to holding ground in the early game. Level 2 would make them more effective longer but in my case I have alternate uses for them as well. -2nd level is always Archers. I will also pick up the Tower of Light upgrade as soon

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I played a game against Regabond last night and I have to say, his QoT was amazing. By far the toughest Queen I think I've ever gone up against. Maybe he'll be good enough to drop some of his tips here if he sees the thread. What I can tell you is that he used bramble shield and ground spikes extensively. He was able to do massive damage over the course of the game and his huge grunt kill score let him soundly outlevel everyone else in the game. He did have sha

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[quote who="706" reply="5" id="2302545"]I think I just have a 'vanilla' version of Entrenchment, it says v1.01. Will GalaxyMod work with 1.01? I found Celestial Bodies has a couple of odd bugs with this version. [/quote] The currently posted version of GalaxyMod will work with Entrenchment v1.02 or v1.03 (more or less). Once I update GalaxyMod for v1.03 it will no longer work with Entrenchment v1.02. If you haven't patched and are still running v1.01 then I

6 Replies 5,417 Views

[quote]Anti-Strikecraft Frigs, like the Garda from pirates at example. Normaly these Garda are following Strikecrafts to shoot them down. But against Ancient/Wraith they ignore the Strikecrafts and attack straight the Ships. That means the Jumper/Darts are no "targets" for these ?[/quote] Ah, I see what you're getting at now. The reason for that is the armor types on the strikecraft themselves. Strikecraft usually "Very Light" for fighters and "Light" for bombers.&

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I've started maintaining my own build version of Sins Plus for Entrenchment for use in combination with some of my other mods. There was constant demand for merged mods so I thought it was the best course. I maintain a stand alone version as well. You can find it in my mod thread here: https://forums.sinsofasolarempire.com/314779 It's called GalaxyMod. It is basically Sins Plus minus the Ship Gr

6 Replies 5,417 Views

[quote who="Canute000" reply="21" id="2301524"] - Anti-strikecraft frigs don't focus on Jumper/Dart's. They just attack regular ships instead.[/quote] To which strikecraft in particular are you refering to? Give me the name. Simply put, what fighters target is determined automatically by their weapon type and the armor types on the available targets. They just go after what they are most effective against. There isn't some field somewhere where I put in "A

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Well, now that we have working a developer.exe for the latest patch version I have discovered quite a few new entity errors associated with the 1.03 patch. These are non-crash causing, which is why I didn't catch them initially but I will be releasing newer versions to correct it. The affected mods will be: SGRaces, GalaxyMod, PlanetSize and SGGalaxy. I believe I have already corrected the 100 or so entities affected but I should do a little testing first to be sure

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I've got a better one: http://pantheon.demigodthegame.com/rankings/map/55/player/44849/ I'm currently ranked 11th on Zikurat. According to the stats page I officially have 0 wins and 2 loses on that map yet I have 1,311 xp on that map. Now, I have played a lot more games than that on Zikurat and I have won a fair number which would account for the xp I have logged on that map but the w

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[quote who="Bhaal" reply="19" id="2291264"] Tools like the core maximizer increase your framerate/fps but at the same time make the simspeed slower. Thats why it was never recommended to use them in multiplayer games. [/quote] I'm sorry but that is just incorrect. The entire point of the Core Maximizer was to increase Sim Speed. The tool came with the caveat that it could cause a small hit in FPS but would make long games where Sim Speeds often

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Sim speed is going to change during the game, that's just the norm. It's a measurement of how fast your computer is crunching all the numbers for what's going on behind the scenes (AI, pathfinding, sound, etc) and it only makes sense that it drops gradually over the course of a game as there are more and more creeps, etc to track. There will be moments in the game (like a creep surge or something) where processing time may spike but generally sim speed is fairly constant in it's d

41 Replies 22,888 Views