akkan, PM sent. I'd like to share with you all a couple other gems that I've either got working in game or in XSI (which will mean in game eventually). Possible Asgard Gungir (long range) model, basic texture: A possible Ori City Ship: </p
dolynick
In your mod's mesh (.mesh) and texture (.dds) folders respectively. You then need to have an entity that is set to use them. -dolynick
Non-replacing versions for Sins 1.1+: BetaKol.zip and BetaMarza.zip Hope they come in handy for everyone. -dolynick
Akkan, I have figured out how to convert SketchUp models to Sins as well. The Hatak pictured above was originally a SketchUp model as well. If you provide me with download links I'll grab them and add them to my collection of model candidates for conversion. Dewing12 may also be interested in using them as well in his efforts. Thanks, -dolynick
I have the Beta ships (from links in this thread). I just finished fixing them up for 1.1+ and making them so they are unique models that don't overwrite the existing Kol and Marza. I'm short on time atm so I'll try to post them on filefront later if people would like them. -dolynick
[quote who="SpardaSon21" reply="4" id="2051233"]Does this mean the Goa'uld will be making an appearance then? [/quote] I mentioned a while back that I already had a partial Goa'uld race in the build version. It's a long way from playable yet but part of that is because I have been taking a break from modding (the coding at least) for the last while. Of course, the last few weeks I have been busy with models so you could say that my break has ended. I also have
Made some more progess on the Hatak conversion. Here it is with a proper (but not detailed) texture: The red is team color segments but otherwise those areas are a dull black. I missed a few faces when I did this UV/Texture map so I may end up doing it again. Aside from those little faults I'm pretty happy with it as it stands. -dolynick
Working with Dewing and doing a little texture work has inspired me to try to learn a little modelling myself. After several days of practice and reading, I managed to get this working in game: I did not create the model from scratch, but I did work a fair bit of magic to get it Sins compatible. It still needs a proper texture but I'm happy enough getting it t
I'm fairly sure that the reason the AI builds up fleets at Graveyards is because of the derelict ships in the gravity well. It can't attack them but it feels that it must put ships there to attack/defend anyways. At least that is my speculation as the ships in the Graveyard do display on the hostile side of the ship counts for the Graveyard's gravity well. I don't think there is any fix for this short of removing the derelict ships which would defeat the purpose of having th
[quote]I know, they use the PSI colony file... have check the ship file, the sun file, the ability, the research ( for gas giant )etc... but all seem to be normal...[/quote] That's the thing. Colonizability is controlled by the planet object entity and not by the ability. This might be a problem with the Sins Plus mod itself. And yes, I left the Ship Graveyards in. The Sins Plus merged mod was provided with Sins Plus "as is". I am hesitant to go and sta
[quote]About polishing the actual mod, it is needed... by example, today, i have make a game ( being Asgard )... when i send a few colony ship from one place to the other, if they go via the central sun, they stop and try to colonize it... result is that it was needed to dissable the auto-colonize... i think that it is better to correct problem like this that add new one coming from a buggy beta...[/quote] That's quite odd to hear. The Asgard colonize ability on the Seed ship is
Arcturusrann, I don't have a solid answer to your Entrenchment question. I have not participated in the Entrenchment beta so I have no experience with the changes or additions it makes to SoaSE. Having said that, unless Entrenchment's release version is highly incompatible with the current SoaSE release I don't think it would take very long to get this mod working with Entrenchment in an "as is" form. It's all a matter of what has changed in terms of entity structure
Akkan, I've taken a look at the Spire's Bolster Fleet ability and tested it in game. In Dev mode I gave myself all research and spawned a Spire battleship. I then spawned a couple Scourges and placed them next to the Spire. The abilities worked and applied bonuses as it should with no crashing. I then went through the ability and buff entity files looking for anything that would cause a problem. I found nothing. I then compared my entity code t
Akkan, Thanks for reporting back. I will take a look at it as it is a frustrating thing due to it's sheer randomness. -dolynick
[quote who="rexan1989" reply="2" id="2039944"]he do the merge have the same rechears problem from the asgard or not i need to know before i fix it if it is [/quote] The Asgard research cost reduction error was corrected in the merged release. I have noticed that I made a few cost mistakes on the Sins Plus specific researches but nothing that significantly affects play. If anything, most of the cases where I used the wrong cost level makes them a bit cheaper than the
I'd like to thank everyone who has responded to Rheinguard in support of the mod. It is really appreciated. Rheinguard, I almost wonder if you have even played this mod. You are correct that there are no new models in this mod for the majority of the new ships, I made that clear in the original post. There are, however, three unique races with some balancing efforts done (I'm not going to claim the balance is perfect but I've spent a lot of time tweaking it).
[quote who="Rheinguard" reply="16" id="2037431"]Honestly, I was dissapointed with this mod. I was expecting new models and textures, but no, what I get is way overpriced and underpowered original vessels with different names... Maybe if you made new ship designs, a new tech tree, and new textures and effects, this mod would be worth the download. I'll give you this though. You do have a strong backstory and a great idea behind this. This ju
[quote who="Archaon6044" reply="14" id="2037186"]can the wraith get the ZPM-fed super-hiveships? [/quote] I haven't decided on that yet. First off, there isn't a good way to do it in Sins as there is no way to ensure that the Wraith have captured anything necessary to access it (which is how it should work). Secondly, I have a few issues with that ship/episode just in terms of story/universe continuity. -dolynick
I'm not convinced it is a research entry. I use dev mode extensively when I'm working on the mod and usually give myself all research for testing ships and structures. It has never crashed on my in dev mode when I gain all researches. -dolynick
Akkan, I have run into a bug like that as well in my private games. It seems quite random though and I have not been able to track down anything that might cause it. Some games it happens and some it does not. Then in some games I just reload and it doesn't crash the 2nd time around. Dev mode seems useless in determining what the bug might be as it doesn't report anything prior to that type of crash as it normally would. I've been searching for a possible
Reaper, Your game freezing when you try to load the mod is a pretty good sign that you haven't extracted it properly, that something is missing or that something isn't in the right place. I have no way of knowing which is the case for you. -dolynick
Thread updated with merged Sins Plus release. The download link is in the OP. -dolynick
[quote who="judisheshok" reply="2" id="2036054"]Question: I may have missed it earlier, though I recall the initial discussion, was the issue, if there was one, with the Wraith research hull research not working fixed/corrected/explained how to correct? And.....Dolynick, so you know, you are frakking awesome. Also....Are you including any new models that you may or may not have received for like the Aurora and Atlantis in this me
Uploading the merged Sins Plus version of the mod now. It's going to take a couple hours so I'll post again and update the thread when it's done. I've also fixed the Asgard research cost bug in the merged version so no changes as discussed above will be necessary. -dolynick
Thoumsin is correct. That should be all you have to do to fix that bug. -dolynick