[quote]lol, i had the wrong patch. it works now. by the way, great mod[/quote] Thanks. Glad to hear you got it sorted out. -dolynick
dolynick
[quote who="Oshane" reply="17" id="1973264"]dolynick, yes i did..follow of your way.. but it not work..it keep crash... so i dont know if it better if you guy give us a instruction of order to make work. [/quote] I'm not sure how to make the instructions much clearer. All you have to do is open the zip file and, without even selecting anything inside it, hit the "Extract" button and then point it to your Sins mod directory. That's it.
[quote who="ImperialMarines" reply="16" id="1973201"]when im trying to start this mod this msg comes up any ide what i shall do? [/quote] That is not a typical crash error for a mod when it is simply installed improperly. Have you tried any other mods (and do they also crash like that when you do)? Also, are you using the latest release? I vaguely remember a different crash error more like that when using the 1.05 compatible version of the mod on Sin
The game will crash if you spawn something that has the entity type for Capital ships assigned to it. I know this from first hand experience, hehe. Anything with the entity type for Frigates assigned to it can be spawned with CreateFrigate though. The important thing to remember here though is that what model it looks like or the majority of its stats are irrelevant so long as it has the frigate entity type. -dolynick
From a little bit up this page: [quote]My guess is that you haven't extracted the files properly. They need to go into the proper directory structure. If you are using Winzip, then select all the files in the zip and use the "extract" option pointed at your mod directory. If you are using another method where it shows you the folder structure inside the zip then just drag the root folder from the zip to your mod directory. Either way you should end up with this type of stru
[quote]Hope the modification will help you progress as quickly as possible on the modding path[/quote] Not really so far... It continues to crash in one game within a few minutes of loading from the saved game. Everytime the last few lines in the log.txt are the same - the first part of the name of a custom planetmodule. The thing is, I don't think that that is what is causing the crash. I've looked over all the custom planetmodules starting with that text port
Thank you very much. Karma given as you certainly deserve it. -dolynick
I'm sure I saw someone mention a command line switch for Sins that tells it to report what caused a crash if one occurs. For the life of me I cannot find that information again now. Does anyone know what the switch is? It would be "Sins of a Solar Empire.exe" - ? in a shortcut form. Experiencing a crash with a mod I'm working on that seems to be rather hard to find the cause of. The Dev mode doesn't help, it just mini-dumps like the regular exe with no explanat
DirectX versions install various dll versions of their respective files, numbered incrementally. For instance, an older version might install d3dx9_27.dll while a newer version might install d3d9x_30.dll. The newer versions do not always include some of the older dlls. The ForgeTools were crashing in my case because I was missing a few of those older versions that the Tools needed. The DirectX version included with the Sins CD has everything you need though so give it
Just an update for anyone following the mod. I'm not sure when the next release version will happen yet, but given the progress I've been making I expect it will include the Asgard. In keeping with trying to do things a little different for each race, the Asgard are a race that rely heavily on shields. Their ships have low hull point scores but everything has shields. Their shields are also noticeably superior, as they mitigate damage significantly better than othe
I can't remember if it was actually a DLL error I was getting when it crashed but the last time installed Sins it didn't install DirectX (presumably because I had a newer version already) and while the game worked the ForgeTools would crash at launch. I just ran the DirectX install on the Sins CD manually and it fixed the problem. -dolynick
This mod will work with Sins version 1.1 or later. If you have not patched the game up to that version then you will get a crash at loading of the mod. Barring that, a crash at mod loading is usually the result of files not being where they are expect or missing. -dolynick
[quote]olynick, Hey i hate to ask but i'm rather new at this and i cannot download your mod for some reason. What i tried doing was downloading it to my desktop then extracting the files and saving them in the location i got from my mod options in Sins. Any advice you or anyone else could give me? I'm a big fan of the Stargate franchise and i'd love to play your mod. NAM-A-RAMA [/quote] Um... You didn't actually tell me what happened. You say you
[quote]Having an Atlantis is pretty much game over for the other guys. 30,000 shields, plus 100% expansion, plus once you tech up and/or level it, it pretty much owns. Remember, it counts a free capital, and needing to do some relatively cheap research doesn't really compensate. Maybe up the research to tier 4/5?[/quote] Yes, it's powerful but it's not as indestructible as you might think. I'm pretty sure that a pack of equivalent fleet supply Light Frigates gives it a run for i
No worries Sparda. I tried to make it as apparent as possible but unfortunately you can still miss it if you don't pay attention to the ship descriptions or ability icons. I tried to do some non-standard things with these custom races, to add a little variety. It causes some havoc with the AI but they manage and players have a little bit of a learning curve to go through. Once you get the hang of it though, I find them fairly enjoyable to use. Hope you're hav
[quote who="SpardaSon21" reply="20" id="1960661"]Also Dolynick while I was playtesting, (me Ancients, them Wraith, map was Agamemnon's Bounty), they somehow got -10,000% phase jump speed, causing them to be slower in phase than in normal space. A lot slower. Seems like you need to do some fixing there. [/quote] Actually, I don't have any thing to fix. If you are referring to Puddlejumpers or Caretaker Frigates then I should point out that it says right in the sh
[quote]Dolynick, you have a bad link. File is there, you just gave us a bad link.[/quote] Oops. You're right. I jumped the gun while uploading/posting the link. It should be fixed now. -dolynick
[quote]file front says their is an error and that I have to login to view the page and when I do the file is not found. can you help? [/quote] Sounds like you have cookies disabled. I get the same error if I have my privacy settings turned up and do not allow an exception for filefront. Look in Internet Options > Privacy tab. -dolynick
[quote]also when i was playing the wraith mod i noticed that cloning facilities didnt appear to stack. I dont know if it was intentional or not. i just like the idea of make caps in like 2 seconds[/quote] Intentional? Not really. I never really thought about it but I suppose it makes sense that it would stack. By default I tend to make things not stackable for balance safety but that could be changed easily enough I believe. I may look into it for the next rele
Updated thread with new release version. This is a combined version offering both the Ancients and the Wraith. I've renamed the mod/thread accordingly and it is now dolynick_SG-Races. Update Changelog: Ancients: --------- -Some minor revisions of weapon effects (burst counts, synchronization, etc). -Modified drone stats on Fighter tasked Puddlejumper strikecraft as a concession for targetting preferenc
You need to have a copy of the reference data from ForgeTools 1.1 to use as a base for this mod. The download only comes with the files modified in this mod. I still haven't tried it to see what it actually does, although I did notice hull point increases on most ships I peek at in the folders. -dolynick
[quote]you could remove all the abilities save the colonize for level 1 or something, and just balance it with added hull points or something like that, then the AI would have no choise but to have colonizing caps[/quote] Now that might resolve the issue a fair bit. It never occurred to me to modify that. The AI's standard modus operandi is still to rely on colony frigates for the most part for expansion but this would at least force it to have colonize capable capital shi
[quote]i hear din the 7DS forums, that you can actually change the fleet size yourself by playing around with one of the games main files. i have little to no knowledge modding. you could also do it as an optional patch. with 7DS, the 1.3c version is different to the 1.3D version, but you inly need a small patch to the main 1.3c download ot make 1.3d[/quote] No, it's not a complicated mod to change the fleetsize in the most basic way. Mine goes a bit further though an
He's refering to the random names that get assigned to capital ships once built, not the ship entity name definition for the type of capital ship. For what it is worth, I tried to add custom random names for capitals belonging to my own custom races as well and was unable to find a way to do so as of yet. I haven't revisited the issue in a while though so I may take another shot at it. -dolynick
Hey guys, I've run into something recently that I thought you might want to know about. I've been doing a bit of modding again lately with 1.1's release and have been going through the process of finishing up the Wraith race I had been working on a while back. I know from previous discussions with the team that the plan was to have no colony frigate for the Wraith and instead require them to have Hive ships to colonize planets. This does not play well with the AI.&nb