Nice job. The enemy missile salvos looked a little wierd at impact as they were hitting the front shield and overshooting the ship but I'm sure that's because they were fired as the ship came in and so the game has them impact there despite the ship facing the other way by the time they reach it. It certainly looks promising. -dolynick
dolynick
Thanks for confirming Blair. So, just to be clear for everyone... As it applies to frigates (and only frigates)... This is OK: [quote] squadTypeEntityDef:0 "SquadTechCombat" squadAntiMatterCost:0 90.000000 squadTypeEntityDef:1 "SquadTechBomber" squadAntiMatterCost:1 150.000000 squadTypeEntityDef:2 "" squadAntiMatterCost:2 0.000000 squadTypeEntityDef:3 "" squadAntiMatterCost:3 0.000000 maxNumCommandPoints 2 [
Cobalt answered your direction question already but I can give you the answer to your ship color issue. Your ships are read because your -cl.dds texture, the color map texture or diffuse property in XSI is either missing the alpha channel or has an all white alpha channel. The alpha channel of the color map controls team color and if it's missing the game just assumes it's all white. Since your team color is red in that screenshot, your entire ship is showing as red (team
Ok. I think I have it fixed. The problem appears to be an actual engine bug. Details at: https://forums.sinsofasolarempire.com/342818 I'm awaiting confirmation of others regarding the specifics of the bug. -dolynick
I also tried to do something like this in my mod and had no luck. In my case, I was attempting to colonize a planet from another gravity well and basically hit a brick wall of minidumps in my attempts. I believe there are very limitted things you can do that go from one planet to another and I do not think it is possible to "target" more than one planet with an ability. -dolynick
[quote who="dewing12" reply="14" id="2095370"]So do you have custom starbases or are you just using the defaults? [/quote] I have custom starbase entities/abilities created and working but they are still using the stock models at this time. I have something in mind already for the models for each of the races new starbases (particularly the Asgard) but right now I am focusing on the code side of the Entrenchment version before I even think about doing any more modellin
I believe I have identified a crash bug in Entrenchment. It involves the AI, frigate entity types, Squad definitions and Command Points. Basically, it appears to me that if you have more command points on a frigate/cruiser than you have unique squad defs in place, the game will crash when the AI even starts to think about using it. The entity will be fine if you use this as a player, this is an AI ONLY bug. I have repeated the crash in my own testing but some indep
Valkajin, Thanks for the kind words and support. The problem I was having with the Entrenchment version of the mod appears to be an actual game bug. I'm still seeking external confirmation and then I will submit a bug report to the devs. Now that I have things sorted out, I can concentrate on cleaning up, fixing up and adding the last few things for the Entrenchment version. There actually isn't that much left to do. Mostly just a little customizing o
I was hoping this was something that was added as moddable in Entrenchment. Is that not the case? I haven't been able to check for myself yet. -dolynick
Ok... So I spoke too soon about having found and fixed the crash bug for the Ancients in Entrenchment... The good knews is that I do seem to have finally figured out the problem tonight. I'm not happy about the cause but at least it's now passing the AI tests. There is still a problem with the Ancients regarding their starbase and the AI but we're at least making progress now. It was over a week of hair pulling trying to figure out the major issue. -dolynick<
Windows Vista Ultimate x64, .NET 2.0 SP2, .NET 3.5 SP1. Sins and Entrenchment freshly reinstalled and patched. Neither Particle Forge or Galaxy Forge will start. They both immediately crash at launch. I copied binkw32.dll, d3dx9_36.dll and fmod.dll into their respective directories and they still crash. I have installed the DirectX runtime March 2008 and it didn't help. Currently running them from GalaxyForge3 and ParticleForge3 directories created un
Light frigates should be a more effective counter than LRMs. LRM damage is ANTIMEDIUM while light frigates have ANTIHEAVY weapons. I'd have to check to be sure but Heavy Frigates/Cruisers use either HEAVY or VERYHEAVY armor types. That's why bombers are so effective on them. -dolynick
I'm still not having much luck tracking this down. :( I redid the custom model for the fighters/bombers of the particular race that is causing the crashing today to fix a few mesh point errors. That didn't help resolve it. I think it's safe to say it's not caused by a lack of frigates in any particular role either. The race did not have dedicated LRM or AntiFighter frigates but I made some quickies for them and started a new game and it still crashes even with them
Well, I spoke too soon it seems. I'm still getting crashes as before, at least until I take control of the AI to see what it's up to. Then it's fine. Can someone confirm the issue with Capitalship_PhaseScout.mesh with deploying mines at least? -dolynick
I think I found the fix for the problem with the Entrenchment version of the mod today. *crosses fingers and goes to playtest* ;) -dolynick
I believe I have found the answer. It has something to do with the Capitalship_PhaseScout model. I can state for certain that if you try to use a deploy mines ability with a ship using the Marauder model, the game will minidump as soon as it tries to fire the mines out. Every time. If you just change the model used on the entity, all is well. It most certainly has something to do with the model. Working from that, I changed the model on a capital ship f
I really don't know what's going on that would cause those two research entries to be inaccessible like that. I have never, in all the testing and games I've played, had those two research fields do that. Unfortunately, there isn't much I can do if I can't even replicate the problem here. -dolynick
The Hive might be changed to turn like that but we'll see. The Asgard Colossus won't be changing. -dolynick
I provided squad definition entry to all capable entities is what I meant. I did not give them command points unless they should have them. Not everything has command points though. Tech support's response was that something didn't have valid squad defs despite having command points. I could not find any command points on anything that didn't have squad defs already but just to be extra sure I filled in the squad def info on everything. -dolynick
[quote who="Annatar11" reply="2" id="2089215"]Have you tried running it with showErrors TRUE in user.setting? Even though it's AI causing it, it might still give a more descriptive error. Or, if you could post the response from IC support so I know exactly what they said, not "something with command points" [/quote] I have loaded games that give crashes in Dev mode for the ShowErrors ability and to be able to better check out what is going on. There is no error
[quote who="ShadowMastiff2468" reply="1" id="2089205"]Could be that you've created new factions or modified the "Role Type" of a ship. Sort of like giving the "Siege" role to a LRF. Now like you point out, it makes no difference when you play it as you know exactly what you want but for the AI, who follows a strict "code of conduct" path, it might cause errors when his system asks him to create some LRFs and all he finds is a bunch of "Siege" ships! So he gets stuck......CRASH! +To
Two Wraith structures had the same "role" type. This was not a problem when I was playtesting and was manually placing them but when auto-placement is turned on it would cause a crash once one of each structure was built and you then tried to build another of the first. The AI uses auto-placement for everything and one of the structures in question was the Stun Mine. As Stun Mines are fairly high up in the tech tree, that would explain why it only seemed to happen mid to lat
Alright guys. I have updated the OP with a download link for a new release version (1.151) for Sins 1.15. No new content, features or changes in this release. It's purely a bugfix release. 1.151 Changes: ============ Wraith: ------- -Fixed a crash causing bug that may have be responsible for the issue with the Wraith listed in the Known Issues section. Asgard: ------- -Corrected travel speed of Galatic Probes. -Correcte
This is regarding and Entrenchment mod. I'm posting because I've been wracking my brain trying to chase down the cause and coming up with nothing. I can playtest using the custom race(s) without any problem what-so-ever. I've tested every ship and structure in Dev mode and everything works when I spawn it, no crashes. I can give myself all research, no crashes. I can even play a game for hours using any of the custom races and no crashing at all. Assi
[quote who="dewing12" reply="11" id="2087650"]Dolynick, I know you took out the secondary weapon one the Ancients defense turret, which is fine, but they are seriously underpowered. They make take out a couple of small frigates before getting completely overrun. I know you're coding for Enrichment now, which was the whole idea behind the second weapon. I hope you put it back in as an upgrade option once you get things running in Enrichment. [/quote] Yeah, I've been thi