SlugwormX

SlugwormX

Joined Member # 2153806
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Cannot say that I am finding the pirates at all that hard. One Orkulus starbase, 2x Weaps, 3xHull, 3 x Fighters (mix of all available) totally cream any pirate raid so far. The pirate threat is only at elevated and I own 3/4 of a sector (4 sector map, 10 players, 300 or so planets). Perhaps the calculations havn't kicked in yet... SlugwormX

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Ordian, Back on deck for testing again after Real Life intruded. 1 hour into a game with 2.22 no crashes yet. Playing as Advent, Mega-Huge-Ginormous map. Only problem, if you can call it that is I have only half taken over a star system, of which there are 5, and I have almost completed all research.... I have slowed research down (-7.x I think) but possibly need either more research steps, slower again research for those people with large games. Dont kno

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Hmm, I have changed this in almost every mod I have played and it has worked just fine, including the text. All I have done is edit the gameplay.constants file like you have said and then hover over a tech to see if it has changed. As long as the mod has been enabled, or you have altered the main gameplay file you should be right. Are you playing Entrenchment by any chance? If so have you altered the Entrenchment gameplay file, not the SoSE file? Just a suggestion.</

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Ordian, About the starbases, instead of applying the buff to targets to reduce their range in the asteroid fields, how about every ship has reduced range (using range as an example) and then the research applies to ships that enter the field to increase their range back to maximum (or more). Not quite the effect you were looking for I suspect as the field has to be researched around, rather it gives a similar effect while only within the asteroid field. I am not offay enou

847 Replies 2,498,563 Views

Darksxx - bear in mind the game may not be bugless as well. Also, point to any other mod that no-one has problems with. Sure I have random crashes with this mod, which Ordian is doing his best to rectify, however, I also have exactly the same crash when only running Volumetrics and Distant Stars. All I'm saying is that there is usually more to the story than just a single mod, especially when multiple mods are combined together. Ordian - am playing now

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Ordian, Cheers, will help out where I can. Was skimming through the files last night and found a number of seemingly superfluous entries. They were related to non colonisable planets. Each non-col planet had 4 entries as follows: RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUD RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDPSI RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDTECH RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDPHA

847 Replies 2,498,563 Views

Okay, fresh install of Sins and Entrenchment. Only your mods loaded and every time I click on a research subject to begin research i get a message about: Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/FixedArray.h(117) i >= 0 If I dont have the resources I dont get the message. Also, when the subject is finished researching I get the message twice.

847 Replies 2,498,563 Views

Hi all, Well in light of using the Developer EXE (good tool that one) 2.1 throws a whole bunch of errors at me. I have picked out what seems to be a few good ones below. These were single instance messages. *** Pool's Allocated Space has been used up. new / delete is being used as a fallback. *** Warning: No skybox properties found for . *** Prim3D has run out of cache space for rectangles *** I particularly like the last one.

847 Replies 2,498,563 Views

Ordian, New file seems to fix the issue. Over a hour of game time with now crash. Fairly large universe (211-410 planets, six stars). Darksxx - what are your graphic settings on? Mine are all highest so may be causing issues with particles etc.... Also have bloom enabled, although that does not cause a problem with the trimmed down mod at this stage.

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Nope. Update: But after more jiggery pokery I adjusted nearPlacementDistOffset 0 farPlacementDistOffset 0 in the Gameply.Constants file. Viola! Obvious in hindsight... The above sets the distance from the inner circle and the distance from the hyperspaceExitRadius, as set in each planets .entity file. So if I wanted to place defence 5000m from the hyperspace exit points, I would enter 5000 in the farPlacementDistOffset. Simple really. Took

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