Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
Thanks- good feedback. I'll look at the balance of Rogue. I also fixed the Belial Spawn- hadn't noticed that until you pointed it out.
I'm not sure on the desync. It might help if when I convert the mod to BIN format which I will likely do after I get Nephilim finished up.
I tried finding the original... unfortunately I didn't appear to save it :(
You might try searching for nanites for similar type pics.
Sent some stuff your way to look at.
Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.
The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.
Looks like we are close :P The new random events kinda put a kink into all the mods- even worse for total conversions.
Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(
I'm working on a patch for it and a couple other issues.
She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.
The game will probably mini-dump right now if a neutron star spawns (due to the last mini-patch stardock put out). I'm working on a patch- just got caught between making other changes/fixes.
I spent a day reducing a model that I think will look pretty good with Nephilim as a Titan. Now I need to design some abilities.
Besides loving the SGI mod- that model is very spectacular. That said, it is a very recognizable Stargate model and I'm not sure if I want to use it for that reason.
Put one up today for authorization :)
Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)
So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.
BTW 3 hours in a MP game is pretty nice to hear :P
As it sounds like the AI can still research even if the DLC ID isn't valid :-/ I'm adding a dummy pre-req no faction has to prevent them from actually researching the technology.
I'll take a look at that. It really should prevent everyone from building Super Weapons, but maybe the AI found a way around it or I missed a faction. I'm also asking stardock a question about the DLC ID which is how I'm doing this.
I want to finish Nephilim. Unfortunately I am asset poor at the moment. If there is another Sins mod that has a model you think might work as a Titan for Nephilim- let me know. I've helped out most mods and might be able to get permission for a one off model that doesn't compete with their work.
I do have something in mind for Nephilim corvettes so I'm ok in that regard.
I can make a smaller patch with just the changed files for you guys. I'll PM you a link for it.
Only if you get the DLC. I added in the open rebellion event for all factions that spawns faction specific ships at the owners gravity well if overtaken by culture.
I hopefully fixed all the texture file issues I knew of.
Great, thanks for letting me know. I'll put a new build up today.
It's just textures so save games still "should" work...
You never know though with the wacky wonderful world of modding sins! ;)
Here's a link you can try that isn't another full download. Replace the Core with the contents in this 7z.
Yeah, sorry about all this. I tried doing some more optimizations of textures and got caught with some interesting DDS issues. Namely the file needs to be multiples of 4 on the width and height to compress correctly. Further there was one file pirateray_2.dds that got corrupted and generated some DDS error that I'm assuming was crashing the game. Then other domino problems I won't mention...
Anyways, I learned something new to look out for in the future ;)
Hope to get a fixed build up tonight or tomorrow :)
Sorry guys, found a graphical error with several optimized dds files (one of which caused a fatal error).
I'll upload a new version when I get it sorted.
Well, **** all my graphic optimizations got backed out :( This is why there are White boxes for some particle effects...
What are the white boxes on specifically.
And I found the issue with the relationship screen which shouldn't cause any issues but will be fixed in the next build.
I will check the diplomacy screen... I converted some more resources to *.dds which requires image sizes to be multiples of 8. If this was not it could be all white.
I download a fresh 7z from moddb and am not seeing the folder issues. My suggestion is to try re-downloading the mod as this looks to be a corrupted download.
BTW- what was the checksum for the 7z you downloaded?
I'll have to download the mod from moddb. Obviously- it's not this way at all on my local version. Moddb had a tendency to corrupt our uploads for some reason :(