Um... Feel free to mod the mod as you see fit for your own personal use but I'm afraid the above versions of the Ancients capital ships will never make it into my release version. The balance on those is completely out the window. You've got them using only 50 fleet points and the shield point gain at level up is way out of balance. You've got atlantis gaining over 25% shield points per level and the Revenant 16.7%, where a stock capital ship gains about 9.7% per level. 
dolynick
I like it. Model looks great and the front of it definitely fits the known Ancient ship design. -dolynick
[quote who="J808" reply="22" id="2086393"] Nice, so how do we get our hands on the fixed version? Did you already link it or are we gonna have to wait until you release another version? [/quote] I should be able to do a new release with a couple bug fixes for 1.15 yet, despite the codebase now being Entrenchment. I'm a little busy for at least part of the afternoon today but possibly later on or in the next few days. I'm also trying to decide wh
Good news. I believe I have found and squashed the bug that was causing crashes when the AI used the Wraith. Believe it or not, it was caused by Auto Placement of plasma turrets, but only AFTER a stun mine had been built. No wonder it was difficult to find. The underlying issue was easy enough to correct though. -dolynick
[quote who="Tokebuddude" reply="14" id="2085480"]Someone converted Sins plus for entrenchment... Just in case u wanted to include this when u do the entrenchment mod. [/quote] Are you referring to "Sins of a Solar Empire - Frontiers"? I downloaded it this afternoon and did some preliminary work on a merge. I'm waiting to see if this becomes the "official" version of Sins Plus for Entrenchment. There are certain things from Solar Sins that were included by mistak
[quote who="Kenshirou" reply="12" id="2085156"]Just a few lil annoying things i've found while playing this. the AI for Anicents loves to try to send jumpers through hyperspace, alothou they cant enter hypsepace they still travle to there destination at a very slow speed (20mins just from planet to planet). Also the ships don't like to alling themselves right, while moving them to destination they like to allign right on top of one another. Other then those 2 small things this is awesome.<br
That's great to hear. I'm glad you're enjoying the mod. As for Entrenchment, I successfully coded a new starbase for the Ancients yesterday so I've figured out how those work now. The way they chose to handle them is interesting and quite different from any other ship/structure. I've actually toyed with the idea of changing Atlantis from a capital ship to a highly mobile starbase instead. That would give it additional aspects (trade, planet governance, popula
Your mesh file MUST be in binary format in order for the importer to work. TXT will not import. I have the 3DSMax importer and I can confirm that it does work, although I rarely have use for it. -dolynick
I've got the SG Races mod updated to 1.15 now and it's available for download from it's thread if you are interested. I'm currently working on an Entrenchment version. I've got the mod working in Entrenchment now but I'm still in the process of revising it to include some of Entrenchment's new features (like starbases, etc). -dolynick
[quote who="MT4K" reply="6" id="2082963"]i think the crash is to do with wraith mines when i was playtesting the wraith the moment i clicked on their mines BAM minidump [/quote] I'll have to look into that. I playtested them when I made them and they worked fine. I don't recall making any changes after that but it's possible. I admit that the Wraith are my least played of the three races, which doesn't help in tracking down this sort of bug. <p
There is a mesh import plug-in for 3D Studio Max that will import a binary format mesh file. You can then export from 3D Studio Max to .obj format and import that into XSI. Depending on your skills, you may keep the UV mapping but I tend to lose that as I'm not that expert on the modelling front. Also, the imported mesh may or may not be ideal if it has been triangularized by the convertxsi utility. Unfortunately, there is no way to directly import a mesh straight in
Another progress update for everyone... Last night I was able to get a working version of the mod for Entrenchment to load and start a game. There at least a few thousand lines of code to change to make it work in Entrenchment, which is why I don't think there will be versions for both vanilla Sins and Entrenchment. Now, that doesn't mean that an Entrenchment release is going to happen today or even over the next few. I still have to make changes and additions to f
What kind of game is it? Are there AIs in play and if so how many and what races are they? How long has the game been in progress? The readme.txt's Known Issues section mentions a possible bug in the Wraith that seems to rear it's head in long games with a Wraith AI in play. At this time, the cause of the bug/crash is unknown so it's difficult to fix until it can be narrowed down. The crash may not be consistent either, happening at random intervals after loadi
Needs bigger engines :p -dolynick
[quote who="DWM" reply="15" id="2081401"]Something I noticed in my last game (Playing as Wraith against Ancient AI), there seems to be an issue with Puddle Jumpers having a 10000% reduction in phase lane travel speed, basically leaving them in-transit almost indefinitely, (sorry if this has been mentioned before, don't have the time right now to read back 20 pages) Other than that, mod is starting to look nice Obviously, custom models/textures could use some work, and I
Bloodbrat, It's alright. I do get tired of repeating the same answers over and over again though, which I wouldn't need to if people just did a little reading before they asked. That's all. -dolynick
[quote who="akkan117" reply="10" id="2081078"]Hey dolynick, The mod is awesome i played it the second its was downloaded. I hav added a few touches of my own in the tech tree and the game play was just smooth and wonderful. I notice one thing tho, when looking threw the game info i found that u had meshes and a player entity for the goaould yet when i picked the races for the game, there was no goaould race!?! Was this intentional or is just there for a next update? Anyw
[quote who="BloodbraT" reply="8" id="2080897"]2 questions: is this for entrenchment does this have uzis sins plus in it? [/quote] ... The answers to both your questions have both been stated within the last page or two of this thread. 1) No. It's not for Entrenchment. Yet. 2) No. Only the base mod is available at this time. Sins Plus has to be updated for 1.15 before a merged version will be available again. I will not ass
[quote who="CursedSpirit" reply="4" id="2080701"]just reinstalled a 1.15 just for this mod and i got to say the ships and every thing looks great well done only recomendation is that the tyr class dred is amazing because of the text's sorda wish they all had that kind of depth added to them but if im wrong and this is still being worked on i give you the right to hit me over the head still love the mod [/quote] The Tyr's model was one I didn't have time to c
Yeah, customizing the weapon points on the new Ancient ship models really improved the overall effects of drone fire. Although I don't know if you've noticed or not, it's not quite correct as there are twice as many drone ports as their should be according to the ship entities. I really wanted to have the mesh points accurate but compromised as I suspect it looks visually better this way. For now it is remaining as is. The Invictus model did turn out pretty well
[quote who="CursedSpirit" reply="25" id="2080594"]hey dolynick how long do you figure till you got a entrenment vrs ready? dieing to play the new ships ingame also great work excited to see whats in store for the future [/quote] I can't really say how long for an intitial Entrenchment release at the moment. I just literally put in my first hour of work of reformatting files for Entrenchment and I've got capital ships done (I think) but probably still have to do some tweakin
Just an update on the mod's direction... I've picked up Entrenchment and had a look at the changes to the various file structures, etc. I believe at this junction this mod will go Entrenchment for future releases. My first order of business is to convert the mod resources to Entrenchment format and fill in the missing parts with at least initial, if temporary assets (starbases etc). Once that is done, there will probably be an intial release for Entrenchment, po
Alright everyone. I have uploaded the new 1.15 release version of the mod and updated the OP with the new download link. I did not get any extra content in but I did make some balance changes to the Ancients pre-upload. 1.15 Changes: =========== General: -------- -Compatibility update for Sins v1.15. -Updated textures for annubis.mesh and capitalship_assassin.mesh for SoaSE v1.1 compatibility. Ancients: --------- -Added custo
Maybe it was just me but I had some serious issues with the new reference data included in ForgeTools3. 1) It only includes the GameInfo and Mesh folders and is missing everything else. That's not the end of the world as you can find them in your install directory as well. I'm guessing this was done because the rest of the missing files don't come in a binary/non-binary variation and it cuts a lot of space down when they don't include textures. 2) R
Ok. The new ForgeTools3 appear to have some issues but after some fiddling and use of the original install binaries it appears that I have a working version of the mod for 1.15. I gave my self the weekend or at least 24 hours timeframe in my previous post though so I have not packaged up the new release just yet. I may use some time tomorrow to do a little more clean-up (the mod's a little messy with all the various versions of models, etc that have been submitted) and may