dolynick

dolynick

Joined Member # 3162142
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hjrrockies, I found and corrected a couple problems with the string file in GalaxyMod. It now works fine. Unfortunately, I was unable to upload a new version of the mod to filefront last night as the upload function was down for maintenance. Maybe later today I'll be able to get the fixed release uploaded and posted. -dolynick

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I know for a fact that the game doesn't like 24 points for a single ability. 16 is ok but 24 ability-0 points and it throws an error in Dev mod. The model still works and there is no crash but it does complain. I suspect that the limit is somewhere around 20 for any individual type of point (weapon-0, weapon-1, hangar, etc). As to the ship center not being where it should be despite you moving the model in XSI... I ran into that early on in my attempts to model.&nbsp

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[quote]I was playing last night as Asgard as a little change (usually play Ancients - They ROKK!!), and found a little bug. On the research tree, under defense, I think the Munio (or Freyr as the Asgard case may be), is covering up a Starbase ability that is required for "Megalopolis" Starbase ability development. I was not able to click to select the ability becase it said that I did not have 2 points in required "Megalopolis" research, and I think the cruiser is covering that up. Also it se

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[quote who="Ryat" reply="18" id="2112438"] Usually the machine gun guy is usually the first to die because he is the first targeted. [/quote] Doesn't mean he doesn't have an overwhelming advantage over your bare hands and poking ability (in the analogy above). Also doesn't mean he can't do serious, unmatched damage before you do manage to put him down. Besides, the same can be said of any capship, overpowered ability or not. They all tend to commonl

182 Replies 411,323 Views

[quote who="Kimyo789" reply="22" id="2112422"]dolynick, I found a bug while playing the Wraith. When you research Distribution Centers, you can't reasearch Warehouses Facilities becasue the requirement call for Off-World Export not Distribution Centers. Everything else seems to work fine for the Wraith. Thanks for making such a great mod. -Kimyo [/quote] Thanks Kimyo, I'll look into it and correct it if need be for the ne

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[quote who="Vitamin J" reply="16" id="2112340"]Just putting a cap on the targets would nerf the ability because the damage output is very slow (3000 over almost 30 seconds I think). This would then be worse than Desolator's phase missles, which is not even an ultimate ability. [/quote] How so? 100 dps to x number of targets for 30 seconds hardly sounds poor to me. Not even x number of extra cap ships are likely to that much dps. Phase missile swarm does 700 (or

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Oh please. Saying that Missile Barrage doesn't need to be addressed and capped in some way because it can be intereupted makes about as much sense as calling for a nerf of on the Maruarder because "unless I do something to stop it it will kill my ships by shooting at me". Interrupting the ability is essentially just a tactic you can use to SURVIVE and does nothing to to address the fact that the ability can basically do unlimitted total damage to a fleet. Capping Missile Bar

182 Replies 411,323 Views

I'll have to look into that. Honestly, I mainly use that mod as part of a merge with another mod (which is working fine) so I don't actually load up the GalaxyMod itself that often. String errors like you describe could be a simple string count miscalculation in the English.string. You are the first to report any problems with GalaxyMod but I'll fire it up when I get home and see if I can replicate the problem and look at fixing it. You shouldn't be able to find "Cre

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[quote]I really like the mod overall, I would like to see all of the defense platforms getting anti-bomber and anti-fighter weaponry. A single fighter or bomber squadron can peck away at defense platform until it is destroyed, and it has no way to defend itself. (At least that is what I have been observing).[/quote] That's pretty much the way defense platforms have been for the entire history of the game. Stock vanilla Sins stuff too. The only race with anti-strikecraft we

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Entity.manifest also shrunk by two entries this patch. Also, if you have any custom string work for your mod, an extra entry was made to English.str that would have to be added to your custom string file as well. That and the already mentioned rotate control on star bases and planetmodules are the only formatting changes I am aware of so far that break mod compatibility in 1.02. -dolynick

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You're modding Entrenchment the hard way as well. With the new Manifest system you don't need to copy all the reference data. All you need to copy are the files that you've actually modified. If they are different filenames (IE, all new entities and not just changes to the stock files) then you'll have to add them to the entity.manifest as well. The latest entity.manifest can be found in your game's install directory in the root of the Entrenchment subfolder.

11 Replies 46,629 Views

[quote who="hjrrockies" reply="18" id="2109140"]I would love to see someone do a straight converstion of the origianal sins plus to Entrenchment 1.02. I am not mod savvy, and I understand that those who are may already be engaged in their own projects. If anybody has the time to make the conversion, that would be great! [/quote] https://forums.sinsofasolarempire.com/314779 Download GalaxyMod. It's a straight

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Further to my above reply... I tried to design the star bases, in particular their abilities and/or upgrades, to provide the means to compensate for each races relative weaknesses. In that regard, the Ancients star base has it's Recharge ability which can replenish antimatter and shields. The Wraith star base is capable of upgrades that give it some serious weapon range, not to mention the Reaping and Incineration abilities that should make it dangerous to tackle head on.&

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Yeah, I'm currently playing a Large Single map as the Ancients with 8 unlocked team hard AIs and a 3000 fleet supply. I had trouble expanding early on so while my fleet supply is good comparatively to the others I've had to be very cautious in this game. The Ancients' star base has proven to be a life saver in this game. It's Recharge ability, coupled with some repair platforms and a Mirus cruiser or two is an incredibly powerful defensive position if you can draw the battle

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[quote who="dewing12" reply="14" id="2110992"] Yeah the increase in the planet size (although very nice) does make pretty much all defensive strutures obsolite. The only real hope you have is the starbases ability to hold a planet even if they bombed the hell out of it. Then race back there with your fleet and make them pay for it! [/quote] I honestly don't get the impression that they are obsolete now, at least not with the Ancients in my current game. Yes, star

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[quote who="Grottenolm85" reply="13" id="2110638"]I never came even close to build a cityship, as the game freezes the Pc after only 2-5 minutes. I doubt that this is an hardware issue as the mod works just fine with the basic Version of Sins(without Entrenchment). [/quote] Try as the OP suggests and turn down your game's effect settings. The mod shouldn't be crashing 2-5 min into a game and it most certainly shouldn't be completely locking up the PC when it does either.</p

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[quote who="Jesse89" reply="11" id="2110334"]Are they going to include the Ancients as their own race or as part of the human race? Is there a release date for this mod? [/quote] With all due respect Jesse, try at least reading the OP before asking a question that's been answered at least a dozen times already in the thread (that I've personally read, there are probably more). -dolynick

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[quote who="dewing12" reply="9" id="2110191"]dolynick, is there anyway to incresae the amount of mines that are layed? I was playing a game with the ancients yesterday, and with the incresaed planet size, the mines don't have an effective range! [/quote] Yes, it's a simple matter to increase the number of mines spawned per use of the ability. I have no plans of changing it however because the issue is not specific to just the new custom races. The increased

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[quote who="Franz Bravo" reply="6" id="2109348"]I just downloaded the 1.15 version and it's amazing! You, know, you have everything you need to make your own Stargate Mod right here. Just take out the TEC, Vasari, and Advent, and put in the Tau'ri and boom! A Stargate Mod! By the way, I can upgraded my Wraith ship shields. I click t, but it doesn't do anything. This is great through! <br /

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Not exactly. You can see mines, both friendly and hostile, but they are all out of phase and basically invulnerable until a scout or other AnitMine ship uses the Detect Mines ability on them and brings them back into phase. Yes, that means that you can easily see them and go around them if you're there to watch and click. They're still pretty effective if placed properly and you phase jump right into the middle of a pack of them though. -dolynick

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[quote who="theascended121" reply="19" id="2108745"]dolynick, I just noticed in a game that the wraith starbase has no shields, the first touchgness upgrade it also has no shields, but the second toughness upgrade for the Wraith starbase gives it 5000 shields with 0 shield restore and it again has no shields when you upgrade it to level three. I looked in the Wraith Starbase Toughness ability file and it says 5000 shields for the second level...quick oversight? just thought I'd poi

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Before anyone reports the issue, I've noticed that the Ancients star base does not regenerate antimatter in the current release version. This has already been corrected in the build version of the mod for the next release. Also, I will be out of town until late tomorrow (Sunday). Please keep that in mind if you have questions or try to contact me during that time. -dolynick

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[quote who="BloodbraT" reply="14" id="2108392"]...oh yeah any chance...when you eventually get there that there will be a goauld mod for vanilla or is that not gonna happen atll all for original game? [/quote] I don't know. It's already hard enough maintaining the Entrenchment mods and back porting to vanilla is not the smallest of tasks if you have a decent amount of content that you have to port. As I said earlier in the thread, development of this

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