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@Guest, this comment system is quite horrible so I'm starting anew to make reading what you say easy.
It's true that the aeon is expensive, but don't forget that you can make a lot of Aeons and only 1 Avatar at such a low price. Multiple Avatars at the same time is gonna require a lot of credits/resources.
However, changing the resource values yourself is also easy as the ability change is.
Again in the mod's GameInfo folder, search for Amarr_Ship_Supercarrier_Aeon.entity and open it, scroll down to
(And then I'd suggest searching for Gallente_Ship_Supercarrier_Nyx and make the Nyx cheaper as well to keep it fair)
and change it to whatever you want. Almost everything about abilities and ships can be changed in the GameInfo folder, just have to search for the appropriate .entity file and the line of text that changes what you want. Luckily it's quite easy for these kind of tweaks.
Don't ask about adding completely new ships or abilities as that goes beyond my ability xD Changing what abilities a ship has, or changing all capital that you can build into Aeons/Nyxes I can still do though.
The one that still crashed was "The blue giant of Talthus", What I saw on my screen when it crashed was my Beliskner class ship(5 weapons/5 armor upgrades) getting destroyed by the asteroid field, having only the shield generator hardpoint alive after passing through it, I wanted to sent it back into the field to have it destroyed because it was useless to me, however the ship was unresponsive to the move command and the game crashed a second later.
What I saw on my screen might have been completely irrelevant however xD
Glad to hear you got it working! Making the Jump Bridge longer is trivial(like, 2 seconds of work)
Go into C:\Users\*name*\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\SINS OF NEW EDEN\GameInfo and search for the file
"BuffTitanJumpBridgeSpawnerCaster.entity" and open it with notepad++/wordpad/microsoft word/ etc. and scroll down to the lines
Change the 30 to 50 to make it last 50 seconds, or any amount of time you want.(Ability cooldown is 60 seconds, so I'd really recommend not going over that)
Jumping directly from the titan(like the wormholes in sins or actual titan bridging in EVE) is impossible,
but making them able to jump farther from the gravity edge is possible(not sure if I can reduce it to from anywhere of the gravity well while the jump beacon is active, but I can try)
Though that will take me at least 24 hours and possibly a bit longer to get working as sins is currently not a priority for me.(Maybe after the next update haha)
That's strange, is the Sins of New Eden mod the only mod enabled at that time? I'm guessing yes but can't hurt to ask.
Besides that, the only thing I can think of is redownloading the mod, unpacking it, and making sure it is in the correct place.
Just to make 100% certain, you did install Sins of New Eden v0.06 and then installed the hotfix over v0.06 correct?(Placing the files of the hotfix in the New Eden Mod folder overwriting the older files)
Played 2 rounds vs Goa'uld as Tau'ri, 1 crash, 1 went fine. Both played without the squadron upgrade. Not using that upgrade helps for sure, but doesn't seem to be a complete workaround. Or the crash was for another reason.
Awesome, thanks for the response! Will try it out and see if that indeed fixes the issue and will respond back in a few hours.
Did you not see the mod at all in the Option > Mod menu? If not, then I think there might be a problem with the way you installed the mod. And you forcing it to start the mod through the EnabledMods.txt just causes it to try and load a faulty mod installation which would indeed then crash.
Please make certain that the path to the GameInfo folder inside the mod is similar to:
C:\Users\*name*\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\SINS OF NEW EDEN\GameInfo
If you can't start the game at all currently, a way to fix it is going into(assuming steam)
(Although disabling the mod in the EnabledMods.txt file also works)
\Steam\SteamApps\common\Sins of a Solar Empire Rebellion and then activate the Sins of a Solar Empire Rebellion Dev.exe , this causes the game to start up in windowed mode with default settings, restarting the normal game after that also places it in default settings. This would at least make the client responsive again.
Let me help you with that. Will be asking some general questions to try and identify the possible causes.
What version of rebellion are you running, with or without DLCs? Did the game work before you installed the mod? Did you get to activate the mod in the option menu?
Have you tried re-installing the game and/or re-downloading the mod, making sure your anti-virus is not blocking anything?(Some anti-viruses are more like viruses themselves and see everything as false positive)
I am just a lover of this mod, not the mod developer. Though I am sure I can at least try to troubleshoot it for you.
Mod keeps crashing mid-battle, Me as Tau'ri vs Goa'uld. Tau'ri vs Wraith also had the problem. Wraith vs Goa'uld went without any trouble what so ever.(aside from noticing the Wraith Hive Ship's warp signature is slightly off center)
Wraith vs Goa'uld was definitely fun though, loved this mod some few years ago, still do now :D
The error log tells me:
Exception in thread 858 - Main Thread
Exception code EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Attempt to read from address 000007E0
Exception occurred at 007C3EDF - Unknown code pointer
00628DA0 : Unknown
Eip:007C3EDF Esp:0018F978 Ebp:0000A411
Eax:23599201 Ebx:00000001 Ecx:246E6D08
Edx:00000004 Esi:00000000 Edi:246E6B10
CS:0023 SS:002b DS:002b ES:002b FS:0053 GS:002b
Bytes at CS:EIP (007C3EDF): 83 BE E0 07 00 00 00 53 7E 21 8D 4C 24 10 51 8B 4C 24 20 8D 54 24 28 52 57 56 E8 E2 EE FF FF 5F 5E 5B 81 C4 D4 00 00 00 C2 0C 00 8D 44 24 10 50 8D 4C 24 28 51 8B 4C 24 24 57 56 E8 A1 F2 FF FF
Gallente has some capital ships in the current build. Moros Long and Short range versions, Nyx and the thanatos(if memory serves), I'm pretty sure the next build will have some more things.(Though as I am not one of the modders, I have 0 idea when it will come)
Asked on the official Sins forums, as there are some really experienced modders on there. This was his response regarding the ability to do the thingies I'd like:
Assuming you mean instantly appear at your target, no. You can however mod the speed of how fast you travel via phase gates, so you could make the tech that unlocks the phase gate give 1000000% bonus to jump speed and that would be a bit closer.
It will still have to be a jump though, there is no way around having to go to the edge of the gravity and go through the phase jump animation. There is no way to duplicate the way the Wormhole planets work by other means.
So yeah, sadly it is not possible in the way I'd like :( But the mod is tons of fun anyway, just wish I could play with others to create some truly OP fleets xD(Not that my fleets are lacking or anything with 98 nyxes and an avatar xD or an even more OP Amarr fleet)
In a past version of this mod, capital ships had a "capital drive" that reduced their Gravity Tolerance(The modifier you are thinking of) by 1000%, causing them to be able to jump from about half the gravity well, this brought some weird issues however with end-points of their jumps where predicting their landing points became almost impossible and could bring your fleet in big trouble because of them landing all over the gravity well you're jumping to.
Something that might work as well would be increasing speed/acceleration/turn rate/jump speed/jump charge up rate, but that would open up some exploits as the buff would be gravity-wide and not limited to ships headed for a jump but all ships, making ships far too fast while the cyno is active while in combat with an enemy.
@NeonKodiak774(Again, this comment system is horrible, so I am making a new "thread" as it's easier to keep up with new comments then)
Glad to hear the tutorial seems good ^.^
Regarding wormhole travel. Did a quick test to make certain I am not spewing ******** here xD
It is actually possible using Galaxy Forge(Sins of a solar empire's out-of-game map creator) to make a wormhole > planet connection function the same as the wormhole > wormhole connection except that it is 1 way only, from the wormhole to the planet.
During my test however I ran into the problem of making a planet function as a wormhole, this was because the wormhole connection is the center of the gravity well, which space is occupied by a planet. I however was also unable to make a "radiation cloud" function as wormhole, this leads me to believe the wormhole might be the only planetary body capable of doing that without modding the planets themselves somehow.
Why did I test planets? Because I assume SOASE might be incapable of making a ship the "wormhole", instead of making the gravity well function as a normal wormhole would, so I wanted to see if it was possible to wormhole through planets.
I'd personally like it if you'd have to approach the JB, but giving the JB a large enough radius so that overcrowding doesn't happen. However, even the already in-game wormholes have trouble with massive capital fleets jumping through(I'm talking about 80-100 capitals) where some of them will freak out and keep teleporting between the 2 wormholes until I personally interfere.
Not much in the mood currently to do further testing and going through files to see if I can mod the cyno ability myself, maybe some other time. Haven't been very busy with Sins lately though as I have been playing another game xD
On a sad note: Sins Of A Dark Age(Their MOBA(like LoL/Dota)) is ceasing production and is shutting down the servers in a few months.
On another note: Sorry for such a long and probably chaotic comment, it was typed inbetween tests over the space of an hour or so, so not much consistency left.
Sorry for the slightly late response! This damned website's comment system is horrible :/ On to your response!
Oh no, not silly at all! It just depends on how you use the cyno is all. I often go for "hotdrops" and kinda never use cynos for backups so that is where the beefier Devoter rules(or 50 magnates all having cynos active xD) but in your situation an arbitrator would do just fine.
As for how to mod it:
Go to the folder:
"C:\Users\*name*\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82\SINS OF NEW EDEN\GameInfo"
And look for the files:(Assuming you only want the arbitrator to be able to cyno)
Open them in wordpad/notepad++/word/etc.
Scroll to the bottom of each of these files and look for the lines:(devoter taken as example)
Make the Ability2 blank like Ability3, making it this:
Make the Ability2 blank like Ability3, making it this:
In case of the Arbitrator, you will want to add the Cyno, making it this instead:
*Note: I have not tested this exact change and although there shouldn't be any problem with such a small change, if it crashes after this change then it might be necessary to remove 1 of the other Arbitrator's abilities.
Note2: The Cyno ability will 99.99% certain not show up on the arbitrator HUD until you have researched the cyno ability in the combat tree.
If my explanation was not clear enough please tell me and I'll include some pictures!
If there are any more changes you'd like help with I'd be happy to help! I can't do everything but I have made quite a ton of tweaks here and there myself xD
Personally, for cynos I just use 50 magnates, and only use devoters as an easy way to keep entire fleets down or for emergency cynos.
Adding/Removing that cyno ability from certain ships is a 2 minute workaround if you'd like to do it yourself though, I can help with the steps if need be.
I think the arbitrator wouldn't really fit the role of Cyno, as the cynoing ship sits still which wouldn't be a good thing for a drone ship, while the devoter's tank is decent enough to do that and survive. Don't forget that in Sins case, the cyno isn't instant travel(I did suggest that in a comment at the top atm) as well as needing allignment, so the cyno needs to be able to survive for a while.
Though admittedly, I have yet to use a single arbitrator in any of my recent games, I just spam abaddons with a few support ships(devoter, prophecy, guardian) and see 0 use for them.
I was wondering, with my huge love of hotdrops and all, is there a(n easy) way to make it possible to truly hotdrop a fleet? Like, warp in a devoter, pop the cyno, then get a fleet to land exactly on that cyno in like 2 seconds after clicking the warp command? If possible, making jump bridges(the structure/titan ability) a wormhole connection to the cyno instead of a "normal lane" connection? Might have to make the wormhole teleport radius larger to make it work properly though(if possible)
I understand the game has a lot of limitations to what is possible, so no worries about telling me ****'s impossible :P
Going further with this idea:
1) Capitals can always warp to cyno'd systems, while subcaps can only warp from jump bridges or through lanes. (thinking of how this might work with jump bridges, it would apply an AoE that gives ships a "capital drive" buff making them able to warp like capitals)
2) warping to a cyno(not through lanes) removes allignment and costs (for example) 50% of the capacitor
I'm going to be looking myself at removing wormholes from randomized maps, they are a pain both for getting ganked by all AIs at once, as well as getting AIs that are a bit easier to predict in their movement/behaviour.(AI sacrificing 90% of his fleet through a random wormhole where he can't send support is just silly :P)
Oeh, good job! :D
I made quite a lot of tweaks myself here and there, but definitely looking forward to the update and see how many of the tweaks will be unnecessary this time due to a lot of the new things being added in. I'm 99.99% certain it will be a ton of fun to play at any rate. Already got some 120+ hours into the New Eden mod and definitely not done playing it yet(Though having enough free-time to play is a bitch)
Он должен работать . Какую ошибку ?
The video is blocked in Germany because of the music, but these days what video isn't blocked in Germany xD
Oh no, you make it sound like my 100 capital supply tweak will no longer work properly once that ability enters the game D: (Wait... did it ever work properly anyway? The lag is real!)
Glad to see all the progress you've been doing on this mod though! Been tracking it for a very long time and I'm very glad to see it progress.
Will that squadron management also be applied to ships like the armageddon and arbitrator? From what I've noticed in my games, except for my own fleet, the arbitrator/lasurak transporter get spammed and I often see like 500+ infiltrators in a grid(until they run into my smartbombs, heh) Hmm, I should look if I can change AI build orders somewhere...
Thanks, appreciate it ^.^
Had the best hotdrop I've ever done so far in this mod. Never seen an enemy fleet drop that quickly xD
Something I've noticed is that AI behavior is really inconsistent, some rounds they barely make any capitals and other rounds they make a giant fleets worthy of fighting. Anyone know why? I assume it has something to do with AI setting(research/aggressive/defensive) but I have no idea.
Had a round where the AI had about 25 capitals at an insane rate(cruel AI, so kinda expected I guess), and some rounds I see no battles with more than 5 enemy capitals on the field. And then there is the AI leveling caps up to lvl 8 in the first 5 minutes while I don't even have 1 above level 4 yet...
This is for the change on how drones behave correct? Wouldn't triage carriers be kinda a non-issue since they usually are in triage anyway at which point the drones get docked?
Just a thought I had.
doing a 2 v 2 v 2 v 2 v 2 all on cruel... Definitely also interested in knowing xD Not sure what part of my (monster) PC is holding back it back, should look into it.
I'm guessing lowering the graphics might work, but will report end of this week perhaps with a better analysis.(Depending on your rig, might also be your processor, but I've noticed that in my case none of my cores are at 100% however)
Lord_Drokoth, after trying to add the titan spawn ability to the gallente titan foundry today for some 2-3 hours I have even more respect for you than I already had. **** feels impossible xD At least I managed to get the titan and triage archon into gallente xD
But definitely respect for what you(and the rest of the team perhaps, but I mostly see you responding) have managed to do with the mod so far, very incredible!
Trying to mod myself with more than just stat tweaking definitely shows how little I actually know about it and how much you (the team) seem to know about it.
Thanks for the update, was wondering how the progress was going(God I feel spoiled)
Can't wait to have those fights myself! My current Gallente gameplay isn't bad(Thanks to my own tweaks, admittedly) but very much looking forward to the next update ^.^
That sounds like a lot of work, you have one hell of a dedication ^.^ Definitely good job.
Damn, really nice video. Was wondering how you made that battle happen though but then read your description :P
Though it still makes me wonder, how did you control all of them yourself? I did not see the DevHax window so that didn't get answered :P Or did you do that in the parts of "mystery" where you teleported a bit in the future?
In any case, a really nice video! Definitely worth the watch IMO!
Anyone interested in teaming up against AI and then a huge battle after we've won? ^.^
I'll be available this weekend for such a thing.
On what ship are you seeing that? In the rounds I've played I have not come across that problem except with the gallente flagship(It doesn't have antimatter while MWD uses 60 antimatter)
Played a round as Amarr, felt quite bad that I couldn't use the setup I wanted due to lacking fleet supply.
Had 0 supply left with:
7 triage archons
5 SR revelations
Although not a bad setup all-in-all, I did feel rather limited(I slightly buffed it from 2 to 5 supply points in the beginning though)
I will go silly tomorrow and add 2.115x(125) the capitals and 2.5x-3x the normal supply and see how it feels then. Note, that change is definitely not recommended for a future change and will most likely make gameplay completely bonkers xD But I like bonkers sometimes, so I am going to do it xD
I am also going to play around with shield resistances, where I will go with shield mitigation but practically no armor and the nyx with shield RR instead of armor RR and see if that is fun to play with as well with gallente.
(Don't you just love people messing around with your hard-worked-on mod xD)
The mod is truly awesome though and I seriously can't wait to play more with gallente.
If anyone is interested in doing a huge battle in Sins of new eden feel free to hit me up, Though I'd prefer to use my files as gallente got a few much-needed boosts in it(until the next build I'd assume)
I'll also be buffing the Flagship tomorrow, not sure how I will do it yet but it desperately needs a few buffs xD