Greetings All!
Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole. While I learn stuff everyday, I feel like I can teach and answer questions as well. People have helped me along the way, so this is my way of giving back to the community. So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know. Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge. I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history. I have a Marketing and Sales background, with a specialization in graphics and art. I also know modeling programs, but use 3D MAX specifically for modding.
So, I leave it up to you, the modding and gaming community. I will be listening....
DANMAN
weird... it's remind me for my own problem... i run my mod in developer mode... in two weeks i got 4 times a minidump without any error description by the developer... and all minidumps were different situations... is it possible that the entrechment 1.01 isn't stable and kills itself?
My problem is that I like to expaind and conquer planets quickly to boost my econ to tech up .
Then don't play as the Rogues. Play as the Kohr-Ah. They are real big on expansion and conquest.
What could be missing is a build or research file that you have not yet tried yourself, but the AI does. Also, there can be things such as a mesh being wrong if you made custom ships, or files that ask for something, and when the AI goes to get it, it is missing, so the game dumps.
As far as the DEV EXE, I know that it is not out yet for Entrenchment 1.02, and we are now holding our breath for Ironclad to release it. This is making the modding slow like how it was last year at this time when it did not exist yet. And I bet there are tons of bugs to work out if it yet with all the updates going on.
Sparda is right, the Kohr-Ah are much better suited to your style, or the TCA as you can get your econ going quickly like the TEC does. The Kohr-Ah are dangerous out of the door, and almost every ship is capable of bombing, so Raids are you best course of action. Build in fleet, sweep in and bomb a planet to dust, then get out before you take many losses and move on to the next planet. They are great at the rush tactic, and can keep other ships at bay with their long range spinning blades.
Have fun!
lol i never use this. and my mod is for entrenchment. anyway, i have greatly decreased the amount of skills and whatnot, but now it is error testing time, /sigh. thanks
edit: i have played as them again, clicked every button, built everything, but from what i can see form 1-3secs of recorded game, they don't do anything but send scouts out in the beginning. then it dumps
also did anyone notice that between CAPITALSHIP_TECHCOLONY.entity, CAPITALSHIP_PSICOLONY.entity, & CAPITALSHIP_PHASECOLONY.entity, in the files at line 86 and 87 (in n++) PSI and TECH have this:
roleType "COLONY"statCountType "CapitalShipUtility2"
and PHASE has this, for the same role types...
wierd
error pinpointed: (well, at least one) when you try to do a fleet research of either the first max cap or ship slot without a base, you get a minidump. now i cannot figure out why it is not just kicking out an error message like the others would, i just copy-pasted the player file.
edit 2: i give up. that was not the main error, as it seems, even when i keep all the files the same, just change the race names and skins, basically, i get instant minidumps. frustrating. and it started out as such a good idea.
edit 3: so i guess the question is, when you create a new player race, what files, in total, do you need to add/edit. Obviously a new race, and the english.string additions, done. GalaxyScenarioDef.galaxyScenarioDef to add the start and quick start, done. Obviously a player(race).entity. done. The additions to entity.manifest. done. and then my new ships and modules, done and done.
I can play as the new race, click every button in research, with labs or not, build all ships, capitals, modules, defense, that i have, all new. i even beat the game, ok nps. then i put the new race as AI and insta-dump. obviously, the game doesn't progress for a recorded viewing, so WHAT THE HELL is the AI doing that is causing this? show errors is on, same as log output, i get nothing. i try everything and it seems I cannot produce this insta-error.
/sad
OK it is really sad when someone points something out so obvious you don't know why you missed it, but this was the error:
typeCount 3frigateRoleType "Light"frigateRoleType "Colony"frigateRoleType "StarBaseConstructor"
I did not have a colony role for this race in any of the frigs
ok in the above i was referring to shadow!
I love being refered to as SOMEONE!
Makes me feel so honoured and valued
thanks for the ideas. i think i found the problem. it's funny. the autosave kills my mod. if i turn it off there is no minidump!
perhaps my custom ships with less weapon than the original and the autosave not really like each other. (the dev pop up with weaponpoint error, but it doesn't crash)
edit: the autosave wasn't causing the dumps... but the fighter's non-existing prerequisited reasearch... the ai couldn't process the fact it has got stolen 8 hours from my life... at least... now, that was funny
Howdy! Just a couple questions relating to Tricky Quirks of the game engine I'm hoping you might be able to shed light on. Apologies if this is asking a lot, but I figure my odds are better here than anywhere else (short of a developer)
1. Is it possible to modify what buttons appear on the Tactics Management menu? Could you put an ability there, for example, and thus fake a new 'setting' with the right .entity tricks?
2. Are you able to make an ability/buff change a weapon to be able to target fighters if it isn't normally, or the like? If not, would it be possible to 'fake it' somehow?
3. Can you render a ship specifically immune to certain debuffs? Immune to movement or weapon disablers, for example.
4. Just how different does the game code treat strike craft vs frigates? Is it possible to, say, grant strike craft abilities, antimatter, etc? Can you have mixed units inside a strike craft squadron? (I suspect not, but I may as well ask!)
5. How do construction menus work? I'm pretty sure they should be in an .entity file, but my searchings so far have been counterintuitive. Can you create a ship that acts as a mobile factory, and if so, could you make it a spaceships special ability (or at least fake it somehow)?
The game as a whole seems to leave a wonderful amount in scripts, and then hardcode the most maddenly arbitary things... so with any luck you can save me a lot of headaches by drawing the lines in the sand.
I tried paying as the rouge, but when I went to research the LHD frigate and when I put my cursor over it's icon iamge my game crashed.
Are you aware that when you play as any race in 7DS besides the 3 staring races, the TCA, the Unity, Or the Dark Fleet the loading screen characters are messed up. They are cut in half or in the middle of the screen or the wrong character is shown half way on the side or a combination of these things. Im just wondering why, I think only the TEC guy the Vasari king or whatever and the weird Advent lady work as pictures.
Yes, DANMAN did it in 7DS. He used an ability that spawned ships but you should ask him how because I have no idea.
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I have a question for ALL advanced MODders,
Is there a way to increase the experience points earned when distroying a toughened starbase ie one that has 1 or more hull upgrades?
I want to do this for my own micromod where my starbases have 6 hull upgrades 5 weapon upgrades & 5 hangar upgrades, and I feel that destorying a 33750 hull and 17100 shield starbase deserves a LOT more experience than just a tiny 400
harpo
ok everyone i need more help i have made a good map using galaxy forge for sins 1.05 and i am using it to make 7 deadly sins plants and i have 7 deadly sins 1.3 but on the loading screen of the map it mini dumps....anyone know why and how to fix it?
mdrocks123 does the map work in plain sins?
harpo no i just tried an idea?
indeed
-Teal'c
Thank you Shadow once again for stepping in to help! Hey, are you on my team? If not, you should be!
Yeah, Entrenchment has all kinds of new quirks to work around. And if you forget once thing, it dumps. Oh wait, 1.05 was like that too! Dolt! Anyways, looks like you found the problem with that ship. As far as the save game....that is just weird. Have you recreated the problem?
YES, the Arilou in 7DS are the perfect example of this. The Mothership creates ALL ships, as there is NO frigate factory to speak of for the Arilou, only the cap factory which make the Arilou and a "hero" Skiff frigate. It is all done with the SPAWN FRIGATE ability, which is the same ability as the one that spawns turrets and siege weapons.
I don't know yet, as I am learning Entrenchment as I convert everything over, but I think this may be able to be done, but I need to research it further.
Check your video card. This is actually an old issue that keeps popping up. Do you have an NVIDIA or an ATI card? If it is an ATI card, then there is your problem. This does not happen with NVIDIA cards. I did a 20 person poll, and it was this everytime. Sorry, there is no way to fix that. It is Sins.
Try putting ALL your Galaxy Forge stuff in the 7DS mod itself. That should fix things. Also though, after moving everything over, open up all your maps and save them again, specifing the GALAXY FOLDER within the 7DS mod. If you don't have one, copy the stock folder and paste it there, then move or SAVE AS you maps there. That should work. Let me know if it doesn't.
ReiverTA, I'll get to your stuff soon.
Keep em coming guys.
I claimed shadow, he's mine, wether he wants to be or not
LOL! Good call, he is very valuable around here!
yep, I found that problem. You mean, did I experienced the minidump while autosave? No, I didn't... It was just coincidence... common coincidence
Why didnt you answer this question? you quoteed it but didnt say anything about it.
Is there a way to increase the rate at which autorecord records a game? Is there a way to keep a game consistantly recording, so I can view it all the way up to a minidump?
I've been testing my mod in 2 different ways. One is just me looking for minidumps by doing everything and especially the latest addition.
I've discovered a more thorough way to find errors is to have the AI on Unfair Researcher run for a while on a map where you're seperated. I want to see what they do all the way up to the minidump. It's peculiar, because the minidump seems to happen right before, after, or at the second autosave.
I've run it nonstop with the other races while doing everything possible on my own, and no minidumps. It's a new race that seems to minidump always at the same time given the same map. They aren't doing anything out of the ordinary that I do.
I changed the tick rate for autosave to 15 seconds, and it minidumps on the same map right at the 120th autosave, which is precisely where autosave 2 is at 900 seconds (regular autosave). If I load the 120th autosave with me as my new race, It works fine. Nothing particular is going on. At the 120th autosave, 1 extra military research facility is in the process of building, and one planet is in the process of finishing an upgrade. Therefore, I think it may have to do with what the AI expects to be available to it. The minidump just always seems to occur at exactly 30 minutes into the game.
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