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Author Topic: 1.0 Beta -> 1.0 Full Changelog  (Read 12821 times)

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May 08, 2016, 06:58:48 PMReply #20

Cheese

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #20 on: May 08, 2016, 06:58:48 PM »
Imperial remnant scout frigates are set to auto attack by default. Clearly this is unintentional. Should be an easy fix

Viscount commonly gets stuck on other ships/structures, especially tightly grouped structures and ships in the same fleet as the Viscount. If set to group jump, oftentimes the group can't jump. The viscount can't get into position and also it blocks other ships. (Not sure if this is normal titan behavior)

Cool mod, keep up the good work.

May 08, 2016, 07:06:14 PMReply #21

Offline kucsidave

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #21 on: May 08, 2016, 07:06:14 PM »
Imperial remnant scout frigates are set to auto attack by default. Clearly this is unintentional. Should be an easy fix
As much as I know it can't be removed, and it is true for every faction's scout.
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May 22, 2016, 08:56:39 AMReply #22

Davide

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #22 on: May 22, 2016, 08:56:39 AM »
I'm experiencing an issue: after une or two minutes of playing the cursor disappear. Actually, it's still there, but it's invisible, I can see the hud icons highlighting when I randomly move the mouse.

May 30, 2016, 01:13:05 PMReply #23

GeneralHavoc

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #23 on: May 30, 2016, 01:13:05 PM »
This mod is very well put together, but there is no sound at all. I re-read through all of the changelogs and couldn't find anything that says there wasn't supposed to be any sound so I'm assuming that this is a glitch of some sort. Or I've simply missed something important.

May 30, 2016, 01:18:20 PMReply #24

Offline Revanchist

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #24 on: May 30, 2016, 01:18:20 PM »
This mod is very well put together, but there is no sound at all. I re-read through all of the changelogs and couldn't find anything that says there wasn't supposed to be any sound so I'm assuming that this is a glitch of some sort. Or I've simply missed something important.

Yeah IDK. Sound works fine on my computer. Could be something went wrong in the mod install?
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May 30, 2016, 02:01:25 PMReply #25

Online Corey

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #25 on: May 30, 2016, 02:01:25 PM »
This mod is very well put together, but there is no sound at all. I re-read through all of the changelogs and couldn't find anything that says there wasn't supposed to be any sound so I'm assuming that this is a glitch of some sort. Or I've simply missed something important.

The only thing I can think of that may cause that is if you're playing the 1.83 version in the Dev exe, which is a known 1.83 issue for that version of Sins itself. Nothing in the mod would do that.
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May 30, 2016, 05:22:54 PMReply #26

GeneralHavoc

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #26 on: May 30, 2016, 05:22:54 PM »
I re-activated the mod and the sound worked, but then it cut out. Which was weird so I verified the cache and lo and behold, there was a file missing. I'll see if that was the reason things weren't working properly.

June 03, 2016, 11:29:10 AMReply #27

Glokoma

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #27 on: June 03, 2016, 11:29:10 AM »
First off I wanted to say I absolutely love this mod.  Great work all around!  I played my first game (approx. 8 hours) the other day and noticed a few bugs/inconsistencies when playing as the Imperial Remnant.   I have done some programming in the past so if you were interested in some help feel free to message me.

====Feedback====

First off let me say I play most of the game zoomed out to see at least one planet on the screen.
When fleets are selected, the quad parenthesis () make it difficult to see any kind of detail or whats happening.
The icons are to busy.  I would suggest streamlining them to remove the readout tag, or only pop up when zoomed above a level if possible. Otherwise they take up to much space and make a planet unmanagable when zoomed out.

==== Bugs ====

Planetary Defense Gun
--Starbase Upgrade Icon appears as "???"

Trade Port
--Closed Borders research icon is missing
--Trade Port description icon missing

CT11 Space Tug
--Construction Icon doesn't appear unless hovering over it

Esseles Class Starbase
--Starbase Upgrade Icon appears as "???"
--Colony Pods upgrade missing icon
--Hanger Capacity icon has an X-Wing (playing as Empire)

Naval Command Star Base
--Map overlay doesn't appear in all cases (when holding down Alt key)
--Starbase Upgrade Icon appears as "???"
 
Sovereign Class Star Destroyer
--Mass Effect ability icon is missing
--Crack Mantle ability icon is missing
--Interdict upgrade ability icon is missing
--Superlaser upgrade ability icon is missing
--Mass Effect upgrade ability icon is missing
--Crack Mantle upgrade ability icon is missing

Executionor Class Star Destroyer
--Power Symbol ability icon is missing
--Iron Grip ability icon is missing
--Power Symbol upgrade ability icon is missing
--Iron Grip upgrade ability icon is missing
 
Allegiance Class Star Destroyer
--Imperial Furor ability icon is missing
--Close Quarters ability icon is missing
--Imperial Furor upgrade ability icon is missing
--Close Quarters upgrade ability icon is missing
 
Altor Class Fleet Tender
--Protect ability icon is missing
--Protect upgrade ability icon is missing

Imperial Class Star Destroyer
--Ship portrait missing

Imperial Class II Star Destroyer
--Ship portrait missing

Victory II Star Destroyer
--Thrawn Doctrone Research icon missing
--Ship portrait missing

Immobilizer 418 Cruiser
--Thrawn Doctrone Research icon missing
--Ship portrait missing

Victory Star Destroyer
--Thrawn Doctrone Research icon missing
--Ship portrait missing

Dreadnaught Cruiser
--Thrawn Doctrone Research icon missing
--Enhanced Targeting ability icon missing
--Ship portrait missing

Ton-Falk Carrier
--Thrawn Doctrone Research icon missing

Strike Cruiser
--Denting Strike ability icon missing
--Thrawn Doctrone Research icon missing

Fleet Tender: MTC
--Ship portrait missing

Lancer Frigate
--Thrawn Doctrin research icon is missing

Carrack Cruiser
--Thrawn Doctrone Research icon missing

Chimaera (Torpedo Sphere)
--Ship portrait missing

Research - Military - Fleet
--Torpedo Sphere research missing title string
--Torpedo Sphere research missing description string

Research - Military - Subsystems
--Improved Targeting Computers research missing Starbase names, appears as ","
--Improved Turbolasers level 1 research missing Starbase names, appears as ","
--Improved Turbolasers level 2 research missing Starbase names, appears as ","

Research - Defense - Defense
--Golan II research displays the "Unlocks: Golan II Platform" twice
--Golan III research displays the "Unlocks: Golan III Platform" twice
 
Durasteel Extractor
--Ship portrait (ship class) shows placeholder

June 07, 2016, 08:50:51 PMReply #28

CnCASPM

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #28 on: June 07, 2016, 08:50:51 PM »
hey when i launch the mod, it freezes and not responds at the loading screen, i did everything correctly, i installed it correctly
i dont know why it freezes, i have a good system to play in, my processor is AMD, my graphics is AMD Radeon HD.....
can you fix it please, i really want to play this on my computer

June 07, 2016, 10:43:10 PMReply #29

Online Corey

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #29 on: June 07, 2016, 10:43:10 PM »
Make sure you downloaded the correct version. One of the downloads is specifically for Sins 1.82 (typically Steam versions) and one of the downloads is for Sins 1.83 (typically GoG). If you have the wrong one, it will crash as you describe.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


July 10, 2016, 12:28:48 AMReply #30

Offline jwagne51

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #30 on: July 10, 2016, 12:28:48 AM »
As much as I know it can't be removed, and it is true for every faction's scout.

You can change that by downloading this and putting the file you want to change into the correct Convert_ folder, this one is using the ConvertEntity folder. After doing that you use the _Entity_BIN-2-TXT.bat executable to make it into a legible text file. Here is the Remnant_Mu.entity:

TXT
entityType "Frigate"
defaultAutoAttackRange "GravityWell"
defaultAutoAttackOn TRUE
prefersToFocusFire TRUE
usesFighterAttack FALSE
autoJoinFleetDefault TRUE
canBomb FALSE
typeCount 2
frigateRoleType "Scout"
frigateRoleType "ResourceCapturer"
statCountType "FrigateScout"
mainViewIcon "MAINVIEWICON_MU"
picture "HUDICON_MU2"
NameStringID "IDS_FRIGATE_MU2_NAME"
DescriptionStringID "IDS_FRIGATE_MU2_DESCRIPTION"
counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_LIGHT"
basePrice
   credits 240.000000
   metal 50.000000
   crystal 0.000000
slotCount 1.000000
BuildTime 15.000000
hasLevels FALSE
ExperiencePointsForDestroying 10.000000
MaxHullPoints 600.000000
MaxShieldPoints 1200.000000
HullPointRestoreRate 1.000000
ShieldPointRestoreRate 20.000000
BaseArmorPoints 2.000000
maxMitigation 0.600000
Prerequisites
   NumResearchPrerequisites 0
   RequiredFactionNameID ""
   RequiredCompletedResearchSubjects 0
numRandomDebrisLarge 0
numRandomDebrisSmall 5
numSpecificDebris 0
armorType "Medium"
hudIcon "HUDICON_MU2"
smallHudIcon "HUDICONSMALL_MILITARY_SUPPORT"
infoCardIcon "HUDICONSMALL_MILITARY_SUPPORT"
minZoomDistanceMult 4.000000
NumWeapons 1
Weapon
   WeaponType "Projectile"
   damageEnums
      AttackType "ANTIVERYLIGHT"
      DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
      DamageApplyType "BACKLOADED"
      DamageType "ENERGY"
      WeaponClassType "AUTOCANNON"
   DamagePerBank:FRONT 10.000000
   DamagePerBank:BACK 0.000000
   DamagePerBank:LEFT 0.000000
   DamagePerBank:RIGHT 0.000000
   Range 4000.000000
   PreBuffCooldownTime 2.000000
   CanFireAtFighter TRUE
   SynchronizedTargeting FALSE
   PointStaggerDelay 0.900000
   TravelSpeed 2000.000000
   Duration 0.000000
   fireConstraintType "CanAlwaysFire"
   WeaponEffects
      weaponType "Projectile"
      burstCount 2
      burstDelay 0.200000
      fireDelay 0.000000
      muzzleEffectName "MuzzleGreen_Single_Large"
      muzzleSoundMinRespawnTime 0.100000
      muzzleSounds
         soundCount 3
         sound "WEAPON_CORVETT_LASER_MUZZLE"
         sound "WEAPON_CORVETT_LASER_MUZZLE_ALT1"
         sound "WEAPON_CORVETT_LASER_MUZZLE_ALT2"
      hitEffectName "LaserImpact"
      hitHullEffectSounds
         soundCount 1
         sound "WEAPONIMPACT_PHYSICALHEAVY_HITHULL"
      hitShieldsEffectSounds
         soundCount 1
         sound "WEAPONIMPACT_GENERICHEAVY_HITSHIELDS"
      projectileTravelEffectName "LaserGreen_Quad"
m_weaponIndexForRange 0
firingAlignmentType "Default"
TargetCountPerBank:FRONT 1
TargetCountPerBank:BACK 0
TargetCountPerBank:LEFT 0
TargetCountPerBank:RIGHT 0
canOnlyTargetStructures FALSE
hasWeaponLevels FALSE
mass 2000.000000
ShieldMeshName "IR_Mu"
renderShield TRUE
maxAccelerationLinear 200.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 3.700000
maxDecelerationAngular 9.999996
maxSpeedLinear 1625.000000
maxRollRate 2.000000
maxRollAngle 35.000000
squadTypeEntityDef:0 ""
squadAntiMatterCost:0 0.000000
squadTypeEntityDef:1 ""
squadAntiMatterCost:1 0.000000
squadTypeEntityDef:2 ""
squadAntiMatterCost:2 0.000000
squadTypeEntityDef:3 ""
squadAntiMatterCost:3 0.000000
maxNumCommandPoints 0
NumSoundsFor:ONATTACKORDERISSUED 3
SoundID "EVENTIR_MUATTACKTWO"
SoundID "EVENTIR_MUATTACKTHREE"
SoundID "EVENTIR_MUATTACKONE"
NumSoundsFor:ONCREATION 1
SoundID "EVENTIR_MUSELECTONE"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "EVENTIR_MUMOVETWO"
SoundID "EVENTIR_MUMOVETHREE"
SoundID "EVENTIR_MUMOVEONE"
NumSoundsFor:ONSELECTED 3
SoundID "EVENTIR_MUSELECTONE"
SoundID "EVENTIR_MUSELECTTWO"
SoundID "EVENTIR_MUSELECTTHREE"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "EVENTIR_MUMOVETWO"
MeshNameInfoCount 1
MeshNameInfo
   meshName "IR_mu"
   criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName ""
ExplosionName "Frigate1"
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_TECHCAPITALSHIP"
ability:0 "AbilityExplore"
ability:1 "AbilityCaptureNeutralEntity"
ability:2 ""
ability:3 ""
ability:4 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.500000
cargoType "Invalid"
maxCargoCapacity 0.000000
formationRank 0
minShadow 0.100000
maxShadow 0.800000
allegianceDecreasePerRoundtrip 0.000000

Now what we want to change is this:

defaultAutoAttackOn TRUE

into this:

defaultAutoAttackOn FALSE

After that you use the  _Entity_TXT-2-BIN.bat executable to change it back into the format the game can parse. Then you replace the original file with the altered one in its directory. Remnant_Mu.entity would be copied back into the GameInfo folder

As an aside I personally use Notepad++ because of its handy features.
« Last Edit: July 10, 2016, 12:33:07 AM by jwagne51 »

July 10, 2016, 12:43:36 AMReply #31

Online Corey

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #31 on: July 10, 2016, 12:43:36 AM »
The game can read non-Bin'd files. None of the files in the mod are bin'd, you don't need to do any converting.
I also have a YouTube channel where I talk about mod development and gaming, do tutorials, and Let's Plays. If you like the content, consider supporting it on Patreon


July 10, 2018, 12:34:50 PMReply #32

Serious Cyrus

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Re: 1.0 Beta -> 1.0 Full Changelog
« Reply #32 on: July 10, 2018, 12:34:50 PM »
I love the mod, I just got it today and it is probably one of the best mods for Sins I have ever played. The only thing I am confused with, is why does the Viscount shoot green lasers, and so does the Assault Frigate when bombarding a planet.

Also will the Mediator Battlecruiser ever come?

 

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