Do you get it immediately upon start up or 10 minutes into a game?
Tkins
I'm real hungry right now, but it's way too cold out to go get groceries :(
As I've been recently alerted to this... BUMP Any progress? Is anyone else doing something similar I could use for my mod? This is really cool. Aww crap, I just went to the download link posted on page 3 and it isn't showing the download :(
[quote who="JugernautX" reply="3" id="2000056"]So my q6600 OC'd to 3.4gig with 2 XFX 8800gt xXx Alpha dog editions sli'd with 4gig 1066 OCZ Reaper ram on an EVGA 680i running Vista 64. Needs to turn down the graphics to play so I don't get this 10 minute mini dump? I just want to make sure I understand this correctly. Cause I have no problem running Crysis or any other game. I paid the $9.95 for Entrenchment and now come to&n
If you have mods enabled that's probably why. Remove all your mods from the mod folder.
If I remember right it's not possible, but that's just off the top of my head. I've read so much on these forums it's hard to keep on top of it all! As per below, I stand corrected. NICE!
your taste in music is as good as your grammar and spelling :(
[quote who="Crowsbane" reply="8" id="2004478"]Well, thinking about it....... and if a stucture (like a tradeport where the ships follow your fleet) was used. You could potentionally have (supply lines) go through a neutralized planet. That would also make them loot for pirates. MP can make for some sneaky attack tactics. Deadly to have a fleet cut off from their own. Supply lines should work like a hybrid trade/culture entity. Linked to fleets, or planets fleets h
:( old news :(
that's part of it. But do you know how to get that achievement? there is another file..
I'm not going to say where, but i'm looking at some files right now and it clearly says "SpacePonies" I'm not sure what it does but i'm very tempted to use it for something. First person to find it gets a cookie! (It might only be in Entrenchment)
What happens if you press space bar while having them selected?
Another weird phenomena... the AI likes to invade pirate bases and take them over. This is a total bonus though.
So, while testing my mod, I noticed that the AI will often times invade a planet, kill half the militia, then just stop the invasion. The ships will be right beside the neutrals and they won't attack. The neutrals will continue attacking though. I ordered my ally to attack the neutral and he said "I will not attack my ally" what the heck!? I also noticed that they will attack sporatically eventually killing the ship after a good 10 minutes.
Yes, Capital ships do not apply here. This I know for sure.
New theory. I think a carrier has a max capasity equal to the number of different squad types. So if a frigate has 3 types of squads, it can only have 3 command points. Can anyone verify?
Sweet. Thanks Annatar. I couldn't figure out what ability used resources.
Hello, Since I don't think Devs are really all that concerned with modding right now this is more for the modding community. After a good 5 hours of trying to hunt down a minidump cause, I finally figured it out. A frigate can not have 4 squad. I don't know if they can have more than that, but at 4 they dump. :( I'm not sure why, I'm hoping this is different come final release, but be warned! Cheers all!
Yeah that sounds right ManSh00ter. Thanks!
Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds) Mesh = C:\Users\Wade\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Mod Earth Defense\Mesh\CapitalShip_PhaseScout.mesh MeshPointString = 'Weapon-2' Parsed Weapon Index = 2 Max Weapon Index = 1 anyone know what this means? This is a completely new error.
For the Issue of Mines What if we gave a timer for Vasari and Advent mines? - this could be in enemy territory only. Or say halved in enemy territory - we could make it so that the mines start to decay after the host has been destroyed What if we limited the number of mines per host? -10 mines per ho
I was pretty schocked too. I can't use the Beta Kol now until I can figure out how to add more weapon points :(
Ahh ok. I've changed the weapons on the carrier mesh to "2" and it seems to be doing more damage. Thanks!
The first thing that comes to my mind is hard points as well. No other mod is active. Also, if I use the beta Kol mesh, it does 0 damage. Non at all!
I don't know why, but when I use the Tech Carrier capital ship mesh for a ship it hardly does any damage at all, but if i change nothing but the mesh into the Tech Colony Capital ship it does TONS of damage. How is this possible?