for what version of entrenchment is this? 1.01, 1.02 or 1.03?
Install the mod to these locations
For XP
C:\Documents and Settings\,yourusername>\local settings\ Application Data\Ironclad Games\ Sins of a solar empire\Mods-Entrenchment v1.03
HARPO
Ok, i download the mod and install both patches . But my ships seem to be missing textures . and the explosion are pixelated( look like big square explosions). I have the setting max out in game even tried nothing but high . Not using any other mod with yours.Btw since you put up the first mod my ships have look this way , i just assume you hadden put the textures in yet , but after looking at your screen shots , my ship still don't have any textures.Maybe im doing something wrong ?I have the mod install in Mods-Entrenchment v1.03 folder. Also when i install the patches i overwrote files in main mod SoA2 03E1 folder.
I've tried other mod and all look good. It is just this mod that look this way , what am I doing wrong and how do i Fix it ?
i cant download yet 1.03 coz my internet flactuates... is there available mod for 1.01? sorry to ask
Neruthea, far as I can understand it the mod won't work with anything less than 1.03 because of certain new lines Ironclad/Stardock put into certain entity files with the later version. So no, it will fail miserably if you try it on less than 1.03.
About your internet fluctuating, just try downloading it at night- they always tend to be stable then. Or go round to a friend's house and download it there, use the Impulse backup function, and then restore the 1.03 backup onto your own pc (or if you play on a laptop just take the laptop over there). 1.03 update's tiny anyway, so I'm sure if you leave it long enough it'll download fine. It's certainly smaller than this mod!
Ok Nevermind i found out what the problem was . The zip file was corrupted and it error on installing all of the textures. I had open up the Rar file and it had lot more texture files then what my folder had. so i just redownload it . Hopefully that will fix the issue .
we're really past the hard part, its just adding the entity files and rebalancing from 3c. Klingons and Federation played the most important part, setup and operation. it won't be long until we have all the races in and can just concentrate on updating models, etc which will be 4E.
Hey, anyone on the mod team, has anybody asked this guy if you could try using some of his textures and stuff for the mod? Because these textures would make some truly amazing Very High Detail ships:
http://www.nathanzeichner.com/blog/?p=214
http://www.nathanzeichner.com/blog/?p=237
http://www.nathanzeichner.com/blog/?p=39
Just a suggestion.
working on that
if its not important enough for you to creaate an account to fix these items, its not important enough for me fix either.
why do you think this is teasing? i mean seriously is it not that obvious?
Wow, that's awesome! You guys are fantastic
boah ur meanies the romulan symbol is really an extreme tease
planning a SOA2 LAN with about 4 guys this weekend (maybe we can get online 2) plzplzplzplz giev romulans till then ^^
I got it working with the textures now , after redownload mod. But that same error pop up again . Which was "CRC failed in SoA2 03E1\Textures\Curry-cl.dds. The file is corrupt " . I use 2 different Unziping urility to see if that was issue but got same error in both. Win Rar allowed me finsh extracting it even with error . But i thought i let you all know about it .
tbh i like them the way they are...it makes you play more slowly.the starbases are fine once you upgrade them to the 1st tier shield and 2nd tier weapons if you fortify the position with a ton of turrets and surround the starbase with repair stations/fighter hangars (i use 3/2)they can generally hold the line against full stack fleets with maybe 5 akira.you take some damage on the turrets and have to rebuild but that's a bit more realistic imo.
Starbases around stars are definitely a lost cause at the moment. Even with full upgrades you'll still get hosed. To make that work they'll need to modify the system to allow other structures, or add in abilities that grant repair and shield restoration to the mix. Even after the upgrade, it takes too long to repair them between fights, and you'll need a sizable fleet with the base to prevent it from taking the full brunt of the attack. As such it's not going to be worth holding the star at all. If you can build other defense structures, then it will be a sustainable idea. Blowing 10k resources on a solitary starbase that will drop in ten seconds to an invasion fleet will never be a good idea unless it's powerful enough to make planetary assault completely impossible.
In controlled gravity wells on the other hand, starbases are fucking awesome. The key component is the shipyard. Place two of them on opposite sides, directly next to the starbase, and ring it with densely packed turrets. It's especially effective as the Feds thanks to synergy and adding in a hanger with shield bestowal. The static +4 regeneration and the addition of shields to the repair facilities and shipyards makes for a seriously tough nut. As long as it's close enough to the planet to tag sieging ships, you're invincible against anything but a massive fleet.
yeah if you are going to try to hold a star with a starbase you'll need a full fleet which is also realistic if you're in a war scenerio.
'CRC failed in SoA2 03E1\Textures\Curry-cl.dds. The file is corrupt' message when unzipping the main zip.
romulans =
PLEASE GIVE US THE GREEN ONES!!!!!!!!!!!
thx for your continuous work on this awesome mod
Here guys, I have uploaded the curry-cl file and TyGokor (you'll need that for v0.3e.1.1 to work). The curry file goes in the folder labelled textures and the TyGokor goes in the Mesh folder .
http://www.mediafire.com/?sharekey=3bbe5bd399c6bbf590a82c7bb0fad7ad232778b05cfd57d85621d66e282a0ee8
hehe [e digicons](\(\[/e] U get it !!
I hear alot of people giving there thoughts and critique. But the reason we released this in the first place is for the general public to help out. With that being said anyone have any ideas for abilities???? Not just stock either !!! give me a break. We would like to see custom abilites for all the custom ships!!! Both abilities added with the last patch were and are custom created . So fire up the dvd player, dvr, or whatever and start watching trek episodes for thoughts or ideas for abilites . A fleet full of ships with abilities will make a huge difference in game play.
Please send Community Contributions to:
SoA2Contributions@hotmail.com
well the obvious one would be the soveirgn shields.shield restore is also a good ability imo.i like the gemini ability,transwarp would be neat but dunno if that is possible.been reading the mod forums and there is an ongoing effort towards a decent cloaking ability that would also be cool.
i am considering trying my hand at some of this but i am an extreme novice.the most modding i have ever done consists of cutting n pasting n renaming lol.trying to read some guides and how tos but diy is rough on the layman.about to attempt to cut n paste the sins abilities to soa just to get an idea of what making semi serious changes entails.
For the 0.4e update we plan on doing "some" retexturing of ships... However we will use our own original textures instead of the current 3rd party work. How much of, and how many ships will be changed will be determined later. All the current 3rd party work (stuff not made by the SoA2team) are placeholders untill we can get around to creating our own mesh/textures
Okay thanks for that update stress .
If I have some time at some point I'll see what I can do thinking about Abilities (not coding them unfortunately, as I'm moving up to University on wednesday so don't have time to learn how to code it. Should have some time to think about the abilities however). If I do come up with any, email them in or just post on the google code site?
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