Ordian, Couple of small issues: Vasari - Missile research leads to phase missile shield mitigation percentage of 120%. Perhaps a couple of points could be moved to Phase Missile Damage. Planets that have the research to increase the amount of bombing damage the text actually reads " about of bombing..." <span style="white-space:
SlugwormX
Cannot say that I am finding the pirates at all that hard. One Orkulus starbase, 2x Weaps, 3xHull, 3 x Fighters (mix of all available) totally cream any pirate raid so far. The pirate threat is only at elevated and I own 3/4 of a sector (4 sector map, 10 players, 300 or so planets). Perhaps the calculations havn't kicked in yet... SlugwormX
Ordian, Back on deck for testing again after Real Life intruded. 1 hour into a game with 2.22 no crashes yet. Playing as Advent, Mega-Huge-Ginormous map. Only problem, if you can call it that is I have only half taken over a star system, of which there are 5, and I have almost completed all research.... I have slowed research down (-7.x I think) but possibly need either more research steps, slower again research for those people with large games. Dont kno
Hmm, I have changed this in almost every mod I have played and it has worked just fine, including the text. All I have done is edit the gameplay.constants file like you have said and then hover over a tech to see if it has changed. As long as the mod has been enabled, or you have altered the main gameplay file you should be right. Are you playing Entrenchment by any chance? If so have you altered the Entrenchment gameplay file, not the SoSE file? Just a suggestion.</
Which explains why targetfilter has no affect? Another question then, is there any limit on the number of abilities for star bases?
Ordian, About the starbases, instead of applying the buff to targets to reduce their range in the asteroid fields, how about every ship has reduced range (using range as an example) and then the research applies to ships that enter the field to increase their range back to maximum (or more). Not quite the effect you were looking for I suspect as the field has to be researched around, rather it gives a similar effect while only within the asteroid field. I am not offay enou
Darksxx - bear in mind the game may not be bugless as well. Also, point to any other mod that no-one has problems with. Sure I have random crashes with this mod, which Ordian is doing his best to rectify, however, I also have exactly the same crash when only running Volumetrics and Distant Stars. All I'm saying is that there is usually more to the story than just a single mod, especially when multiple mods are combined together. Ordian - am playing now
Ordian, Will begin testing .... NOW! SlugwormX
Ordian, Cheers, will help out where I can. Was skimming through the files last night and found a number of seemingly superfluous entries. They were related to non colonisable planets. Each non-col planet had 4 entries as follows: RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUD RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDPSI RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDTECH RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDPHA
Okay, fresh install of Sins and Entrenchment. Only your mods loaded and every time I click on a research subject to begin research i get a message about: Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/FixedArray.h(117) i >= 0 If I dont have the resources I dont get the message. Also, when the subject is finished researching I get the message twice.
Sounds good. RL can be sooo intrusive some times. I do work odd hours so I will test as and when I can. I have just had a failure of Distant Suns as well now, same sort of thing. I am about to uninstall and reinstall the whole shooting match. Will get back to you if it occurs later. SlugwormX
Roger. However, is it normal to get the above error when, with only your mod loaded, I click on a subject to research? EDIT: If there is also any other testing you would like done, happy to oblige. Bit or a modder myself so I know some of your frustration when the proverbial happens...
Mansh00ter, Similar problem encountered in Mad Scientist mod. Finite errors and particle speed errors. Also got these as well. *** Pool's Allocated Space has been used up. new / delete is being used as a fallback. *** Warning: No skybox properties found for . *** Prim3D has run out of cache space for rectangles *** Hope this helps.
Hi all, Well in light of using the Developer EXE (good tool that one) 2.1 throws a whole bunch of errors at me. I have picked out what seems to be a few good ones below. These were single instance messages. *** Pool's Allocated Space has been used up. new / delete is being used as a fallback. *** Warning: No skybox properties found for . *** Prim3D has run out of cache space for rectangles *** I particularly like the last one.
Ordian, New file seems to fix the issue. Over a hour of game time with now crash. Fairly large universe (211-410 planets, six stars). Darksxx - what are your graphic settings on? Mine are all highest so may be causing issues with particles etc.... Also have bloom enabled, although that does not cause a problem with the trimmed down mod at this stage.
Apparently there is a problem with Volumetric Explosions. Mansh00ter is looking into it. May be related....
Still happens with 169.21 drivers. Have read that a small mod changing only the gameplay.constants file causes a crash as well. Will persevere and keep trying to find a solution. A question - is Galaxy Forge seperate from the game, ie used to create maps outside the game engine?
Well no change. Crash around 20min mark. No dmp file created. Will try some older drivers.
Hmmm, after further testing it also fails after random times, with large universe with the following mods Volumetrics, Frontiers and Mad Scientists. Will try 181.22 drivers. Currently running 182.08. Edit: Shocking spelling...
Me also. Standard game works perfectly but the mod crashes out randomly after short time. The larger the universe the quicker it crashes. If you manage to save just before a crash it will not crash at the same game time point and will continue to play for some time before crashing again. Hope you get this fixed as I like the concept.
Nope. Update: But after more jiggery pokery I adjusted nearPlacementDistOffset 0 farPlacementDistOffset 0 in the Gameply.Constants file. Viola! Obvious in hindsight... The above sets the distance from the inner circle and the distance from the hyperspaceExitRadius, as set in each planets .entity file. So if I wanted to place defence 5000m from the hyperspace exit points, I would enter 5000 in the farPlacementDistOffset. Simple really. Took
Hi all, Just started messing with modding. I have just increased the graity well area, but how do I increase the build area for turrets, PJI's etc? I need them to be further out, cl;oser to the phase jump points. Many thanks, SlugwormX