[quote who="Dark102" reply="11" id="2108249"]Hey when i was playing with the vanilla sins version some all of the ancient capital ships were from other races in the game already if I buy the entrenchment version will they look like ancient ships? [/quote] While there are several custom models made for this mod already, they are far from a complete set for each race. So yes, many of the ships for each of the custom races still make use of the stock models. Modell
dolynick
[quote who="Jarquafelmu" reply="10" id="2108162"]Now I was noticing that the GalaxyMod download was almost half as small as the SGRaces mod that was for Entrenchment 1.01. Is this just an update or is this the full blown version? What is with the discrepancy? Edit: I just unpacked the mod and found out that it was actually 600+ mb. How did you pack so much stuff into 100 mb? Amazing. [/quote] Yes, they are complete versions of the mod. The SGGalaxy and GalaxyMod
Alright, the thread OP now has a download link for a 1.02 compatible version of GalaxyMod. All Entrenchment versions are now updated and available for Entrenchment 1.02. -dolynick
Dark, That's a little outside the scope of support I might be expected to give in this thread. That sounds like a general game/Windows issue, not a mod problem. While I don't have any issues with helping you I don't have any ideas that come to mind just off the top of my head right now. Installing any of these mods, in the proper directories would not cause any of the problems you are experiencing. Sorry I can't be of more help. Maybe try the tech sup
SGGalaxy e0.91b for Entrenchment v1.02 is now available via the download link in the thread OP. -dolynick
I can confirm that 1 new entry has been added to the Entrenchment String file. Mods will have to have their english.string updated as well if they are updated for 1.02. -dolynick
Ok. SGRaces e0.92b download has been restored. Currently working on getting SGGalaxy e0.91b ready for download. -dolynick
Correct. If you are using SGGalaxy you do not need SGRaces, GalaxyMod or PlanetSize. The only way to make SGRaces work properly with GalaxyMod (Sins Plus) and the PlanetSize mod was to create a merged version - SGGalaxy. I am unsure as to whether or not SGRaces 1.151 for vanilla sins will continue to work on Sins 1.16 or not. If it doesn't, I am not sure what my course of action might be. -dolynick
Woops. There is apparently a string file change as well in 1.02. I've taken down SGRaces e0.92b for the moment until I re-upload a corrected version. -dolynick
The thread OP has been updated with new download links for new 1.02 compatible releases of the SGRaces, PlanetSize and FleetSize mods. SGRaces e0.92b update: [quote] e0.92b Changes: =============== -Compatiblity update for Entrenchment 1.02. Ancients: --------- -Added Interceptor and Light Bomber type squads. -Restored proper (desired) squad command points on various Ancient ships/structures. Wraith: ------- -Added Int
I took another shot at workarounds to this issue and discovered another important little bit about it. Once you fill in all 4 available squad definitions, you may exceed the # squad defs >= command points limit. So, to rehash the issue: -With two available squad defs filled in, you may only have 2 or fewer command points on a frigate. -With three available squad defs filled in, you may only have 3 or fewer command points on a frigate. -If all four sq
[quote who="Annatar11" reply="7" id="2107601"]Scout attack ranges were also changed, and some Advent mine stuff (smaller activation radius, inability to target starbases/modules). [/quote] Right. But those are just adjustments to stats and would not prevent a mod from loading or working. I was refering to changes that MUST be made in order for a mod to not minidump at load. -dolynick
Possibly try turning down your game's effect settings. With some larger mods, "highest" detail settings will cause it to crash after a while. "High" settings usually work just in fine in those instances. I've already run into this with a version my own mod that, like this one, includes a version of Sins Plus and can be used with Volumetric and Bailknight's. This may or may not resolve your crash problem but it's worth a shot and it's easy to do. -dolynick</
Nice. I'm going to have to grab this later on today. I've started to sway away from Bailknight's as I find it too over the top lately but your Volumetric is still a staple in my Manifest stack list. Thanks ManSh00ter. -dolynick
The only change in entities from 1.01 to 1.02 that I'm aware of so far is that all structures (planet modules, starbases) have a new/changed line for controlling "rotate to planet" settings. Simply replacing that line in all affected entities in my own mods seems to have restored compatibility with 1.02. I have not checked to see if there any additions to the string file for 1.02. That's also a common thing that changes from patch to patch. It's possible that there
That's strange EO. As Mansh00ter suggested, it should be controlled by the fighter entities themselves and not the squad entities. My own custom squads are set up like that and seem to be working properly as far as I've noticed. I'm not sure what to suggest except to maybe verify the settings (all movement stats) in the fighter/bomber entities are set similar to stock entities. -dolynick
Yeah, I added that to the OP a few days back as it seems to have solved some issues for a few others as well. I only encountered it when using SGGalaxy (not SGRaces) in a huge game with Bailknight's and Volumetric enabled but it stands to reason that it could conceivably effect others in less demanding scenarios as well, depending on hardware. -dolynick
Thanks Barn, I'm glad you enjoyed the mod. As far as getting some of the older incremental patches from Impulse (1.12, etc), I'm afraid that is not possible. Impulse will only serve the latest patch versions and that's it. I seem to be the bearer of bad news everytime I reply to this thread... Sorry about that. -dolynick
Well, I can't really say how I work "so fast" as I don't really know the pace at which other modders work for comparison. If my pace is faster then so be it, but all I can really say is it's just how I work I guess. I honestly don't know how exactly I find the time either. I spend a chunk of most evenings with the girlfriend anyways. Part of it has to do with me being a night owl. I tend to do my best work between 11pm and 2am. Heh. Another factor mi
You can't download it directly. All patches after 1.05 are only available through Impulse. At least that is the case so far and despite some comments by Devs that standalone patches might be made available that has not happened yet that I am aware of. -dolynick
[quote who="BloodbraT" reply="16" id="2107128"]how much does planetsize roughly increase the planets by? havn't got entrenchment yet just wondering prob gonna get all 4 miniexpansions in a pack at a cheaper price [/quote] It varies by planet type. Volcanic and ice planets are increased about 200% in radius. Terran and desert planets are increased about 400% in radius. Gas giants are increased about 640% in radius. Stars
That's great to hear that you were able to make arrangements to get Entrenchment Thoumsin. Congrats. I think you'll find you like it and it's worth the $10 or so. The other good news is that I have ALL my mods working in 1.02, or at least I get no errors that are unexpected/new now that I've updated the necessary files. I just have to update readme files and that sort of thing. It's 1:50am now though and there is no way I can upload them yet tonight. With
Crap. I was hoping 1.02 wouldn't break mod compatibility. *sigh* Oh well, I'm glad you had fun at least before the patch. I'm not sure when I will be able to get new release versions out for the 1.02 patch. I will be out of town this weekend (starting Saturday) and may or may not have enough time to sort it all out before then. I still haven't patched to 1.02 myself so I'm not sure how much has changed. As luck would have it though, I figured ou
The order in which they are displayed is the same as that in which they are listed when you cycle through the options to choose one. That order is controlled by a value in the player.entity for each race. By default, TEC is 2, Advent 1 and Vasari 0. Highest value comes up first. If you assign each of your new races values 3 or higher they should be the first races to display in the order. If you want them mixed in with the original races you can use equal value
It should work. I'm in the process of playing a game with the exact same version and folder setup as was used to create the zip and everything is working fine. My guess would be that you didn't install/unpack the mods properly. Each mod goes in it's own separate folder under the main Entrenchment Mod's folder. The zips already have everything in the correct folder structure. In XP/Vista, just expand the zip like a folder in Explorer/My Computer and there should