dolynick

dolynick

Joined Member # 3162142
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[quote who="rexan1989" reply="13" id="2034721"]he i have tryd the mod and the decrease researrch cost from the asgard dont work correctly in place of it it INCREASE the cost in place of DECREASE it [/quote] That's a known issue already Rexxan. It is already fixed in the build versions but there hasn't been many other changes yet to warrant a whole new release. It's quite simple to fix though, I can provide instructions to fix it if needed. Basically it

1,775 Replies 3,772,660 Views

[quote who="KingDeathGod" reply="15" id="2026617"]are these ships in this mod yet ??? [/quote] No, they are not in the current release version of the mod. Kreeargh kindly made some models from another game available and Dewing has kindly been converting them to SoaSE for the mod and I've been adding them to the build version as they come in. The next update will surely include some of the new models but I have no ETA for when that release will happen at this time.</p

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[quote]Are you still looking for some models? I have a few i made for Starfleet command 2 and Freelancer your welcome to use. http://www.sfcmodsrus.0catch.com/stargate.html The textures are not that great and they are not that accurate but they are free . There is more at battleclinic i have done Atlantis is there and a few more i think.[/quote] Thanks Kreeargh. No, I still do not have any custom models (aside from the two non-stargate ones used since the first release) for

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[quote]I've got a question why is atlantis so slow in hyperspace? In the show it has the fastes hyperdrivre of th ancient fleet. Shust wondering.[/quote] While it might be possible to modify the phase jump speed of a single ship using an ability on the ship (I'd have to check to verify this is possible or not), phase jump speed is controlled and modified on an entire fleet basis. In the latest release version, the Ancients have a very slightly faster phase jump speed than the st

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dewing12, You were absolutely correct about the research modifier being backwards. Not sure how I overlooked that but it was easily corrected for the next update. Thanks for spotting it. akkan117, I wouldn't expect merging this mod with Sins Plus would be too difficult given the way I went about handling the entity files, etc. I saw this requested a little while back in the thread but at the time the Sins Plus mod had only recently been updated to 1.1

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[quote]So the last time i played as the asgard i noticed that in the civilian upgrade branch that when you go for the upgrade that supposed to cut the overall cost of upgrades that it actually increases the cost. I'm not sure if you've fixed that in this latest update, but i just wanted to point in out just incase.[/quote] Strange, I'll have to double-check that one. I'm pretty sure I simply copied the modifier from another research/artifact so it shouldn't be reversed but I'll

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I've updated the thread with a new 1.11 release version. Balance changes and fixes for a few issues I noticed in the previous release. 1.11 Changes: ========== Ancients: ---------- -Made changes to prevent frigate factories building frigate versions of tactical structures. -Fixed role classification of frigate version of Drone Defense Platform. -Reduced Ancient Drone damage by 25%. -Reblananced Ancient fleet by lowering overall stats, damage

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Yeah, if you could release all the beta version ships (at least the ones that were different) that would be great. Why not just post the entire beta archive and then we can pull out what we want from it. -dolynick

110 Replies 204,642 Views

[quote]If memory serves I have have a really old archive of the Beta on a PC that I haven't really used in ages so there is a good chance it will have many of the original mesh files. I'll check later and report back... I do seem to have an archive dating back to 29 March 2007 on SDC that must be Beta1 or 2.[/quote] Yes. Post that puppy up on filefront or something. Please? ;) -dolynick

110 Replies 204,642 Views

I've found a few bugs/mistakes in the last release, mostly minor except for one. It's an AI fleet thing where they are building things they should and it hurts them competitively but not a crash-causer though. I'm not sure when I'll do the next update of if I'll update just to fix that though. I'm sure you guys are getting tired of redownloading this mod :p If I have some free time over the holidays, I may try to get some playtime and rebalancing done to include i

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The only thing you could do is change all the burst/volley effect weapons to be burst count 1 and then adjust the damage and prebuffcooldown times accordingly. This is not going to give you what you want though as visually its going to look very mechanical and timed. It's also going to mess with balance overall despite damage per second statistics staying the same as each shot is likely going to do a lot less damage (assuming you're talking about a shot every second or less) and a

10 Replies 6,861 Views

Alright, thread updated with a new release version and download. 1.10 Changelog: ============ Ancients: --------- -Increased cooldown of Imperium Revenants Restore Shields ability to 20 seconds. -Clone Frigate now requires 8 labs in order to be used even after research has been done. -Ancients now use the TEC theme and pictures. -Added Episcor Corvette scout type capital ship - smaller and less powerful that previous Ancient capital ships.<br /

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[quote who="Tkins" reply="25" id="1978089"]They should release those for us modders to use! [/quote] Agreed. It would be great to have a bunch of accessible, non-standard ship models readily available for modding use. -dolynick

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Incidentally, you may want to hold off another day. I anticipate a new release version being posted tomorrow. I wrapped up things for the next release tonight but it's a bit late to upload and post yet tonight. So, barring anything that I think to add or change tomorrow before I upload or real life getting in the way, you should see this thread updated later on in the afternoon tomorrow. The next version is a fairly major update as it makes some fairly significant re

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[quote who="kosher117" reply="1" id="1979455"]hey dolynick, been a long time lol, hey dose any one know where to put the mod files for vista... cant remmber due to the fact i was on xp [/quote] I believe the instructions in the readme.txt have the path for Vista as that is the OS on my PC. %System Drive%/Users/Username/AppData/Local/Ironclad Games/Sins of a Solar Empire/Mods should be about right. -dolynick

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I've been trying to find a way to do this. The idea is to colonize an unclaimed planet from another orbital body (Think Colonizing cannon). Everything I try either minidumps or does nothing though. A massive or infinite range colonize ability crashes. A cannon shell calling a colonize buff at impact crashes. Spawning a colony ship at the target planet using CreateFrigate after the cannon shell arrives crashes. Using SpawnShipsAtPlanet in the previous exampl

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[quote who="EarthBound" reply="23" id="1974432"]I have the same problem as ImperialMarines, the runtime error. I have reinstalled and repatched the game to 1.05 then installed the mod, but still it gives me the error when I enable the mod in game...I've run out of ideas, please help... [/quote] The mod is for Sins version 1.1 or 1.11. It will not work with 1.05. -dolynick

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[quote who="ixidor" reply="8" id="1973638"]I'm making an ability that would have a ship chose a target, kill itself, and spawn an exact replica at the target it chose, instant phase jumping of a sort. [/quote] I see. Unfortunately CreateFrigate isn't going to give you quite the results you want. A newly spawned frigate is going to have full hull, shield and antimatter every time, regardless of how badly damaged or drained the ability using "jumper" was when it fired t

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