Sadly, this also causes problems of a different sort: [quote] squadTypeEntityDef:0 "SquadTechCombat" squadAntiMatterCost:0 90.000000 squadTypeEntityDef:1 "SquadTechBomber" squadAntiMatterCost:1 150.000000 squadTypeEntityDef:2 "SquadTechCombat" squadAntiMatterCost:2 0.000000 squadTypeEntityDef:3 "SquadTechBomber" squadAntiMatterCost:3 0.000000 maxNumCommandPoints 3 [/quote] The game will freeze (not minidump) when either a
dolynick
Each of the mods should have it's own folder under the "Mods-Entrenchment v1.01" folder. Each .zip already has the proper folder in it, just extract it using it's existing structure into the Mods folder. It should look like this: /Mods-Entrenchment v1.01/ &
Ah, I see what you were getting at. I doubt it will work though. Even ships with no command points in Entrenchment have slots for 4 squad defs even if left blank. I'm almost positive the engine will throw and error if they aren't there (even if blank) as it will be expecting that as it's next line for a frigate type entity. -dolynick
As far as I know, there is no way to read the information in a minidump unless you are one of the devs and have access to their tools. I'm afraid I'm not sure what is the cause of your problems with the mod as, to the best of my knowledge based on feedback, others are not experiencing the same issues. -dolynick
[quote who="SpardaSon21" reply="25" id="2100661"]Will you be releasing any of these mods for vanilla Sins? [/quote] I suppose it's possible but I have no plans for that at this time. Vanilla Sins makes it much harder to do as it lacks the Manifest system for stacking mods. For vanilla Sins I basically have to make large, standalone mods out of each of them and then merge versions for any combinations of them that might be needed. It's a lot more work and hassl
Well right now I'm working on a few other add-on mods. It looks like I have a working customized version of Sins Plus for Entrenchment now. I used the Frontiers mod and removed the extra Solar Sins stuff from it. It's called "GalaxyMod" and I will probably post it fairly soon. My next step will be a large combo mod. It will combine the PlanetSize, GalaxyMod and SGRaces mod into one. It will also add some new things like, hopefully, variable sized planet
[quote who="ags19" reply="19" id="2100588"]i had crashes when i had all graphics on highest..... set your graphics lower to like medium and some of these crashes should stop. i've played 3 real hrs(6 X4 or 6) hrs as anc.s without any dumps. BTW, doly, i noticed when i was adding the new planet meshes that their was a mesh for the hatak in there....... what happened to it being in the game...... to many pages to go through. [/quote] T
[quote who="theascended121" reply="17" id="2100386"]dolynick, I noticed a couple things while playing the mod: -The Ancient Alexo Corsair's engine exhaust/trail appears way behind the engines -The Ancient Assembly Drone has the wrong HUD icon -The Asgard ships move faster than the ancient drones. i don't know if this was intentional but it makes it very hard to kill asgard ships as an ancient player since they can just outrun the main Ancient weapon
The mod should be unpacked so that it sits as "Mods-Entrenchement v1.01/dolynick_SG-Races-e0.90b". If you change the folder structure (subfolders) it may cause problems. The zip is built directly from the installed copy on my own PC so it should work just fine if it's extracted in the same structure into your Mods directory. I play at fairly high graphics settings without any problems. I have heard of some mods (7DS for one) that require you to lower the graph
[quote who="wrath2552" reply="11" id="2100106"]This is great! works well with really good ship models! good job! my only problem is it randomly crashes, and the thruster animations are off the thrusters, but other than that, its great! Keep up the good work! [/quote] Random crashes? With which version? The latest Entrenchment version should not be crashing randomly. I put it through a 10 AI, 6000 fleet supply 8x speed FFA test and the g
Sins Plus for Entrenchment seems to be in a bit of disarray. There are currently two versions that I know of out there but neither of them is a "pure" Sins Plus. Both have stuff from other mods or added changes to gameplay in them. I may eventually just make my own version of Sins Plus (focusing on planets only) incorporated with the Planet Size mod eventually. Unfortunately, my list of coding tasks seems to be growing ever longer lately. I've been trying to ke
With the Ancients you mean? The Tantillus cruiser has the ability to lay down mines (Nanite Bombs) for the Ancients. -dolynick
I've updated the thread with download links to a new, optional Planet Size mod. This mod varies the size of the planet types and generally makes them bigger to varying degrees. [quote]e0.90b Changes: =============== -Volcanic and Ice planets increased to 200% stock size. -Terran and Desert planets increased to 400% stock size. -Gas Giants planets increased to 600% stock size. -Stars increased to 1000% stock size.[/quote] Works really well and the
[quote]squadTypeEntityDef:0 "SquadPsiCombat" squadAntiMatterCost:0 90.000000 squadTypeEntityDef:1 "SquadPsiBomber" squadAntiMatterCost:1 150.000000 maxNumCommandPoints 3 From vanilla's frigatepsicarrier.entity file, text version. unmodified.[/quote] The thread title clearly states "Entrenchment" crash bug. No one ever said there was a problem in vanilla Sins. -dolynick
Well, the strange thing about this issue is that it's not a universal crash bug. If you do the first example and load up the thing as a player, you can build all three command points worth of the 2 squad defs just fine. No problem at all. If you let the AI use it though, the game will minidump as soon as the AI decides it want's carriers. It was really tough to spot the cause of my crashing because the minidump occurs when the AI decides to research carriers, not build
Er... I didn't think convertxsi.exe could convert both ways. I was pretty sure it could only take a .xsi and turn it into a .mesh, not vice versa. -dolynick
Ok, OP updated with download links for the initial Entrenchment beta release and the Fleet Size mod. [quote]e0.90b Changes: ============ General: -------- -Compatiblity update for Sins Entrenchment 1.01 -Fixed various small issues with a number of custom models. -Resolved all known crash issues. -Implemented preliminary custom HUD Icons for all three active races. Ancients: --------- -Significant reworking and rebalancing of the
[quote]Can't wait for the Entrenchment release! I bought the Entrenchment expansion on release and just so happened I got this mod the same time and I still haven't played Entrenchment because I don't want to use any of the base races anymore. Eagerly anticipating seeing how an Alantis or two will h old up against an enemy Starbse. Great new on the other two mods stacking properly and cool on the larger fleets. Keep up the good work. Btw are we ge
It was my impression that 7DS was always meant to be a huge merge mod project with a few extra goodies thrown in for good measure. By that definition, adding things that have been released to the community since the last version is exactly what it's purpose is. It doesn't matter that, for a generic example, the Empire has a ship with similar abilities to something the Atlantian fleet has, the point is to allow you to be able to pit the Empire up against the Atlantians if yo
[quote who="dewing12" reply="24" id="2097922"]I'm guessing it would be the same with the mad scientist mod? [/quote] Actually, Mad Scientist may not have a conflicting GalaxyScenarioDef as it doesn't add anything that I'm aware of to planets or add new ships. I have not tried Ordian's mod though so I can't say for sure. A merge with Mad Scientist would be a significant amount of work though, since it would require completely reworking the tech trees for all three of
Urban Expansion is more like a modified version of Solar Sins as I understand it. They're similar but Solar Sins includes colonizable stars (which I never really liked) and uber pirates that can capture your ships as well as every LRM having a capture ability (both of which always annoyed me). It was also an early WIP the last time merge versions where requested. The problem with this mod and stacking it with other mods like that is that any mod that has a customized Galax
Alright everyone... I figured I'd give you all an update on the status of things. The status is... The Entrenchment conversion is done. More or less. I could release a beta version whenever I wanted to but I haven't just yet as I'm still mulling over anything else I want to squeeze into the initial release version. I know some of you have been asking and waiting already but take this as good news rather than a further delay. ;) I can also tell you that t
Could you not just make a single mesh that was two smaller planets instead of one larger sphere? As far as I know, the game really doesn't care much about what a mesh looks like, just it's physical dimensions. The bounding box would be messed up on it I'm sure. Planet bombing would look wrong as it would target the central "open space" between two smaller planetoids acting as one. It wouldn't be a multiplanet object but just sitting there it should at least look li
Yes I've seen ManSh00ter's thread on his Dynamic Battle System. I had already thought that I might use the new fighter physics settings on the Asgard fleet but I have had bigger fish to fry so far and haven't had a chance to try it. I'm fairly sure that you probably won't see it in the initial Entrenchment release version. I suspect that if I were to turn it on for the Asgard, there may be serious balance repercussions and I'm not prepared to possibly have to rebalance the
For the texture file itself that is correct. That is not the actual behavior in game though. If the alpha channel is missing then the game will act like it is all white. I have seen this happen myself with some submitted models for my own mod. Also, I have noticed that (with the NVidia photoshop DDS plugins at least) that if you have an all black alpha channel it basically sees it as not being there as well. You need at least 1 non-black pixel in the alpha chan