I haven't played a game as the Asgard in SGGalaxy yet so I haven't noticed what your observations yet. Bigger planets will make it harder to defend for any race really though, simply because your defenses don't cover the same proportional area as they do with stock size planets. The new AI behavior with siege frigates also makes things harder. I can see how the lack of strikecraft might complicate matters for the Asgard. They have significant advantages in mobility o
dolynick
I also get the EXP error when I export models to .xsi format for conversion. They work fine anyways. Save your work as a scene as has already been suggested. Ignore the EXP error on export as it doesn't seem to effect anything. As for assigning the textures in notepad. That's fairly easy. When I convert from .xsi to .mesh my output files are in TXT format anyways. You just open them in notepad and right near the start are three lines where you can
I don't have links on hand but they both have threads here in the modding forum. They shouldn't be hard to find. I'm glad to hear that you've got it working. Hope you enjoy the mod. -dolynick
I've now completed the upload of a corrected GalaxyMod-e0.90b. The thread OP has been updated with the new download link. That should sort out any of the problems people have been having. Remember, GalaxyMod is basically a stand alone version of basic Sins Plus for Entrenchment. It will not stack properly with SGRaces-e0.91b (or rather, content will be missing depending on which is top priority). While it will work with the PlanetSize mod, it will only resize
[quote who="Dark102" reply="3" id="2105316"]I tried downloading the SGGalaxy Mod and i got a minidump error when i tried to activate the mod. I put it in the right folder but it still didn't work. I really want to try this mod, but it wont work. I dont hace the new entrenchment version if that is of any help. [/quote] SGGalaxy is only compatible with Entrenchment. There is a link for SG-Races-1.151 for vanilla Sins at the bottom of the download link list t
Alright. A corrected version of SGGalaxy-e0.90 has been uploaded and the thread has been updated with the new download link. After I packed it, I started a game using the exact same folder and the game played fine. It should be good to go for everyone. Remember that if you are using SGGalaxy then you do not need SGRaces, GalaxyMod or PlanetSize enabled. I will now work on uploading a corrected GalaxyMod. Updated download links for that should be availab
I found that with Volumetric and Bailknight's enabled I was forced to turn down the game's Effects settings to "High" at most on everything. If it was set to highest it would minidump and crash my video card drivers. It may also help to increase the particle count limit in your user.setting file. The default is 6000. I played with 12000 and the reduced settings and all seemed well. -dolynick
The strikecraft issue was worked around in the current release versions so that would not be the issue. A C++ runtime error is often what happens if you have a patch version different from the version the mod was created for. What versions of Sins are you running? -dolynick
Ok, I realized something after I responded to J808. SGRaces and GalaxyMod will not stack together. I missed that in his original post. They will load but the content from both will not be available. GalaxyMod is basically a stand alone version of Sins Plus for Entrenchment. It's posted as a bonus for people who simply want a Sins Plus mod and it provides me with a workable copy of it for my own merge and maintenance requirements. <p
They all have to go into their own separate folder under the Entrenchment Mods folder. When you enable them in the order listed, be sure that SGRaces sits at the top of the list in the game. It should work after that. Please note that I made a mistake when I packed GalaxyMod and the SGGalaxy mod and they currently are not correct. I am working on correcting that and posting new download files ASAP. The three you listed should be fine. -dolynick
[quote who="J808" reply="21" id="2104858"]Okay an update of sorts I guess. SGGalaxy doesn't do anything for me. It will enable but I cannot select Ancients/Asgard/Wraith etc. I'm not familiar with Sinsplus so I'm not sure how to mod priority is supposed to look but it seems like GalaxyMod just wont work. It minidumps me everytime I try to enable it whether it's the only mod I am trying to enable or if my mod priority is SGRaces - GalaxyMod - PlanetSize
I'm pretty sure I know what he means as I spitballed some ideas about it with him. I believe he is referring to the means by which you obtain an Atlantis rather than to the nature of the ship itself. I won't say anymore as I shouldn't spoil anything and it's not my place to divulge such information about this mod anyways. -dolynick
I'm going to check the zip files when I get a chance later today. There should not be two folders in teh SGGalaxy zip so I may have screwed up somehow when I packed it. Getting four different mods all packed separately, I may have inadvertently dragged the wrong folder into one or something. That's what I get for having 4 mods to release at the same time I guess. -dolynick
He's negative credit income because his planets are underdeveloped, not because his fleet logistics are upgraded. Fleet size upgrades simply reduce the amount of income you get, they can't force you into the negatives. The only thing that can force you is the underdevelopment tax that is in effect on a freshly colonized planet. To the OP I suggest that he try to do two civilian population upgrades to every planet you colonize as soon as possible. Ideally you can do t
Yeah, it's certainly due mainly to the "Games for Windows" thing. What annoys me the most about it is that Vista has specific user directories for Saved Games (which can be relocated easily) and things like that but most companies insist on using AppData or some other non-moveable system folder. -dolynick
Hmmm... I now pack the mods into zips sourced from my installed mods directory so they should be identical to what I've used to test. I'll test it again when I get a chance as it is possible I changed something after I tested it and forgot to retest it. Once I had GalaxyMod working I focused more on the SGGalaxy merge mod. -dolynick
[quote who="wrath2552" reply="14" id="2104280"]looking good! keep up the good work! are there any known crash issues with the mod as of this instant? [/quote] No, there are no known crash issues with any of these releases. Of course, they are marked as "beta" releases as they are early versions for Entrenchment and they may have a few bugs or issues (not necessarily crash causing) that may yet need to be addressed. Essentially, they are works in progress bu
I've updated the thread with new Entrenchment release versions for the base SGRaces and PlanetSize mods. I have also posted a download link for what I call GalaxyMod which is a customized version of Sins Plus based off of the Frontiers mod and designed to play nicely with the Manifest system where such stacking is possible. Finally, I also posted a download link to what I have decided to call SGGalaxy. SGGalaxy is basically a merge mod containing the latest version
It's not that simple. The 3D model for the planet itself has to be resized. Provided the UV Mapping of the new model isn't changed, the existing textures will still work on the resized model. -dolynick
A simple merge building version of the two mods should be fairly easy. My mod modifies only two stock files. The first is the string file and the second is the GalaxyScenarioDef. In thoery, a person could combine the string files and merge the changes in both GalaxyScenarioDef files (mine basically only adds what is necessary for the new races to have proper starting assets in a new game), update the .manifest files and release that. A user would then extract
[quote who="Valkajin" reply="11" id="2101280"] For the rest of us, we all love the mod and in fact I check the forums everyday just to see if you or Dolynick have made any changes or updates.......I hav eonly onemore wish for SINS......and that is for your mod to be compatible with the stargate races mod.........THAT WOULD ROCK. Or for that matter... any extra races lol. I'm not picky. Atm they both give dumps if enabled together. I'd play Star
Not that I am aware of. Basic weapon systems on ships and their targetting/behavior is hardcoded in the engine. It is possible to have abilities that normally only target hostiles to be useable on your own or friendly ships but it would mean modding the relevant ability.entity files. -dolynick
[quote who="Eomega" reply="23" id="2103341"] Quoting Mr_Blunt3d, reply 22 will there be a Seprate copy for people who dont have entrenchment? (if you discussed this earlier sorry) As DolyNick stated in his thread, maintaining two copies of the mod and working on both is alot of work. We will not be making a version that is compatable with Normal Sins, Sorry. [/quote] It's not only a lot of work, it's downright confusin
[quote who="Thoumsin" reply="6" id="2101092"] Quoting dolynick, reply 1 Basically, at this point, I'm focusing on Entrenchment modding only. At least for now. Yeahhhh... again a good mod that i can forget about it for the next few years... until i can find the boxed expension pack in European shop... or until Stardock accept payment via bank account... [/quote] I'm sorry to hear that Thoumsin.&
[quote who="wrath2552" reply="12" id="2101825"]i don't think its only frigates. i made the changes, and it still crashed. this is the most frustrating bug i have encountered. [/quote] Changes to what? I know you are having trouble with my SG-Races mod but this particular bug has been worked around in the current release version of that mod. -dolynick