Actually going to test that kamikazee SB idea, never used that ability yet. [e digicons]:thumbsup:[/e]
myfist0
[e digicons]:typo:[/e] LF had left a battle with like 20 hp left. Was repairing when pirates arrived but my fleet was engaged.
[quote who="Torikin" reply="761" id="2684363"]What do you use to open galaxy forge?[/quote] Compressed Archives use either 7-Zip (free open source) <span style="font-s
I am getting the dump when switching to to play the pirates using the DEV without modifying any files Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IResearchSubject.cpp(114) m_Tier == researchWindowLocation.pos.m_X this is after the position change
[quote]Think of the research tree as a grid.[/quote] That parts easy [quote]Only one research button per position. Apparently having two in the same position will not cause a minidump, but will not work.[/quote] It does mini dump [quote]^all of your research is in this box [/quote] these are sins UNMODIFIED converted files. [quote]The actual number of labs required is the TIER assignment value. For example, tier 0 only requires 1 lab
Thanks Major. I knew it would not go in top but thought I would respond. I did try reducing the strike craft but do to every race having different amounts of SC its not that easy without a lot of recalculations and testing. If all races had say 5 per squad then easy as pie to reduce 1 from every race. BTW 44 years young here.
I think in almost every RTS, those campaigns were just glorified training missions. Each 1 focusing on a different unit. I am glad IC put more focus on the regular play. Learn Galaxy Forge and you can make your own map pack.
Well i am pretty n00b when it comes to this but bare with me. The 1st 2 have pos [ 5 , 2 ] location. That would usually mean level 5 (or 5 labs they don't need)? Can anyone recommend some values here? onlyWorksIfTierLabsExist FALSE NumResearchPrerequisites 0 Here is the block positions as they stand now... RESEARCHSUBJECT_PIRATE_ABILITYACCESS_INCENDIARY_SLUG researchWindowLocation bloc
Due to the Mad Scientist being missing and presumed dead, I have cloned him in my basement. [e digicons]}:)[/e] Currently working upgrading the 5 types of strike craft for Diplomacy 1.011 The problem we ran into while testing is while switching A.I. the pirate researchers all died. This from the reference files that have not been modified at all. ResearchWindow GridPoint Duplication: RESEARCHSUBJECT_PIRATE_WEAPONS1
I am getting used to the clock, I need to be zoomed out so other sounds dont override. Also used a single LF to [SHIFT] a bunch of circles around the planet they attacked and they spent the hole time following the LF not touching a single structure. I could even build.
@harpo I noticed in an earlier post you have "PhaseScouts". Do you know what version that was made for? It doesn't say anywhere. I would like to try out your tool.
BC304s By SanitySlayer
[quote who="wbino" reply="395" id="2683127"]Would'nt a MAJOR savings in memory come if someone fiqured out how to dock all those strikecraft when there are no enemy's in the wells? Instead of the game having them flying around their carriers all the time. just my 2 cents.[/quote] I too would really like to figure this out Also thinking about that because I am making a mini mod that adds the 5 strikecraft types from Mad Scientist While the Cap Ship Abilities
http://soase.weebly.com/modeling.html http://soase.weebly.com/meshpoints.html http://sinsmodding.dreamhosters.com/index.php?title=Particle_Forge not sure on your errorrs, try the Hard Coded Limits thread
Sins of a Solar Empire v1.191 | Entrenchment v1.051 | Diplomacy/Trinity v1.011 Update SoaSE using impulsedriven.com Sacrifice of Angels 2 for Original Sins Version 0.4OS This release is for Sins of a Solar Empire v1.191
1.19 is regular Sins and SOA2 I think is for Entrenchment. Sins Mods are very specific to version and expansion type. There are 3 different games in Trinity, each with there own folder for different updates. Sins of a Solar Empire --> ...\Mods- vX.XX Sins of a Solar Empire Entrenchment --> ...\Mods-Entrenchment vX.XX Sins of a Solar Empi
To open a compressed archive you should use either... 7-Zip (free open source) WinRAR (tria
Yes I did find a few old old posts on making them bigger. I remember I did have a mod that added 1 though. I will try and find it. Thanks 4 the replies. [e digicons]:D[/e]
I see they took the sledge hammer to the server again. All the double double, triple triple posts. Is this forum still in beta testing or what?
Sins of a Solar Empire v1.191 | Entrenchment v1.051 | Diplomacy/Trinity v1.011
The current ConvertDatas are in your Sins root dir eg... C:\Program Files\Stardock\Sins of a Solar Empire try to copy them to the tool dir or download Entrenchment 1.051 reference files
WTH, kept on getting a damn commercial page.
I have looked everywhere here [e digicons]:([/e] I got the Window\ResearchScreen and also added three new strings (updated count) StringInfo ID "IDS_TECH_RESEARCHFIELD_UNIVERSE" Value "Universe" PlayerPhase PlayerPsi PlayerTech added researchScreenData field Universe </
Looks like its there now. It takes a bit. I see a ship in front of a planet?
I would try email support at [email protected] or visit stardock.com/support/