Okay, new version of the mod is up and is compatible with the new entrenchment patch. Also, filefront decided to delete the non-entrenchment version of the mod, so until I scrounge through my computer and make sure it is 1.16 compatible I have killed the link.
Ordian
Okay guys, it is going to easy to convert the entrenchment version to work in 1.02. Only 9 files I need to deal with. Will definately have it up later tonight.
Ugh, forgot that an update was even coming out. Figures, haven't played the game in months and when I get the motivation to get in some slaughter and conquest, more stuff is thrown on my plate. Ah well, hopefully it will be easy enough to convert and they decided to go easy on me this time. I guess I will get to it and try to get a compatible release up eather tonight or tomorrow. Then maybe I can kill something. [e digicons]x_x[/e] Ordian.
Silveus : The mines are still there. The cruiser carriers and the hanger defenses only build 3 out of the 5 strike craft, and therefore are still able to build their mines as well. <a id="ctl00__Content__RepeaterReplies_ctl15__LinkUser" class="hand" title="Click user name to view more
Dzhel and Auggie12 : I have sent you a pm with information on to where to send the save game fil
Okay guys, I have been working on getting all the kinks out of the mod, and have located all errors that developer can find. There are also some additional changes that I will note below. If there are any questions or concerns, then please let me know. Five Strike Craft Per Race: &
Ship Graveyards were removed when I added Sins Plus for many reasons, but the planets are from that particular mod. The main reason I removed Ship Graveyard, even though a cool idea, the AI just couldn't utilize these areas properly.
dolynick : Thanks for the thumbs up on it, but like you said, it would take alot of work as well as time. If I do decide to make a version of the mod useable with your own, it would not be a full merge as in including your mod with mine so to keep down on the issues when you do have new releas
Axalon_30 : http://www.moddb.com/mods/mad-scientist-mod2 or you can just go to www.moddb.com and run a search for it. <a id="ctl00__Content__RepeaterReplies_ctl24__LinkUser" class="hand" title
Okay guys, just thought I should let you know. I have finally sold my soul to the highest bidder, and in doing so finally posted the mod up on ModDB. The mod is getting popular enough I decided to start a little marketing campaign to bring it to the masses. For some reason it won't allow me to post it on WinCustomize, as it just keeps giving me errors. Might have to hire a marketer for some assistance in that. Anyhow, feel free to go to ModDB and give your supp
Fearless Defiance: Still looking into the shield mitigation question you asked, and will let you know what I come up with. Lord UGO : Fixed and will be included in next release, thanks for the information. Was unaware that there was any defects in the galaxy file, so I am happy
Valkajin : Lol, very nice speech. Don't think I could have said it better. Gotta give ya some love and karma on that one. I also might be looking into making compatible versions of this mod for other mods as well, but that will take time. Expectally if they have a
Darksxx : Lol, wow. Didn't realize the mod ment so much to you that you are so unable to get on with your life. Not only that, but you take it upon yourself to become a hero, a savior to all those whom may waste their precious bandwith to download a mod that you claim does not work, and
Darksxx : LOL! Like I said before dark, if the mod does not work for you then play a different one. I have already told you via pm as well as here that I refuse to help you further, and I ment it. I wash my hands clean of you, due to your rude and disrespectful comments y
Axalon_30 : Not sure how that would work as I never really got into empire earth, but if you want to see something in game and are willing to spend the time to create it I don't see any reason why you shouldn't. <a id="ctl00__Content__RepeaterReplies_ctl20__LinkUser" class="hand" title="Cli
Okay guys, I am going ahead and going to put a beta out for the strike craft to the public so I can locate balancing issues that they might have. There currently are 5 out of the 6 I plan to create, leaving out the Suicide Bomber as I am still working on getting its Suicide ability working correctly. As of right now I have left out any abilities I have been working on for them as I need to make sure that the base fighter or bomber itself is balance before I go about adding additio
SlugwormX : Unfortunatly yes, as they have 5 total ability slots within their respected entity files, most of which are already filled with pre-existing abilites. <a id="ctl00__Content__RepeaterReplies_ctl16__LinkUser" class="hand" title="Click user name to view more options." onclick="Sd.M
The last bit of of your paragraph actually pretty much states the issue I have found, but I think it is in a different way that you realize. Basically, the issue is because uncolonizable areas do not work like regular planets in the way of abilities due to the fact that you never really own the area, so any ability that is contained within them can not really be researched, as the ability does not belong to any one race to research. What this means is that any ability that is
No problem, glad you got it to work. Been long enough since I changed mine I was kinda iffy on the steps needed to do it, so good to know it still pans out.
[quote who="Ryat" reply="24" id="2098721"]Hi ordian, Like the Idea about the SC. One concern though is the light bomber. It is a neat idea but will be difficult to balance. You might want to nerf their attack against other vessels hard. This might seem unrealistic but may help keep the game balanced. I know it is your call so if you wish to ignore you wont hurt my feelings. And to Darksxx [/quote]Sorry about not replying to your post sooner, as I must have passed over it.&nbs
I tried to do the same thing to expand the research tree into extra tiers when I started the Mad Scientist mod, but I hit only brick walls. I believe it is hardcoded, unfortunatly.
[quote who="Axalon_30" reply="6" id="2098793"]by the way does anyone know how to change your avatar? [/quote] Log into wincustomize.com and go into your settings of your profile. There will be a tab that lets you update images, and within it a place to put a personal icon. Load it there, and when you come back to this thread you can load it here via your account settings under images. At least that is the way I pulled it off.
[quote who="ShadowMastiff2468" reply="8" id="2098800"]No.1 mod around!!!! Sorry Seven DS but you add only new races, this adds the big CHABAM!!! [/quote] LOL! Thanks Shadow! And some would call DANMAN a god. To this I say HA! HE'S MORTAL! I HAVE SEEN IT WITH MY OWN EYES! Lol
Well, new patch is up. Unfortunatly I had to remove Uncolonizable Research for the time being. The way I had the ability relayed and the fact that you can never really own a uncolonizable area were both playing a role in the effect of the ability continueing the stack. Hopefully I can figure out a work around for this so I can put them back in the near future. Anyhow, will have to do without for the moment.
Quick Question Axalon, is the starbase friendly or enemy when you are effected by it. edit: nm, ran the save game and I know the cause. The ability is stacking when it should not. Will have up a patch up soon.