Everything posted by Lavo
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New Planets!
Noted and added. To give a recap on the progress into integrating this version of NU: -Gameplay.constants has been cleaned up and is now functioning for Ent. -SoGE+NU runs, have yet to run a full test game however. -Strings are missing all over the place, even though all of SoGE's strings have been properly ported to NU's strings file, this needs work. -All of SoGE's brushes are missing. This is a simple fix; merely requires time.<---This has been fixed, all that was needed was a brushes.manifest port. -GalaxyScenDef needs some editing, namely I need to re-add all the planet "extras" I made, any major issues have been fixed however. -Skyboxes Sadly what little free time I have will disappear rather soon... Thanks to Passover and ever-approaching exams. I'm hoping I can get the strings thing fixed or whatnot... As that's really what's preventing me from releasing this (it's really bad).
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Works for Diplomacy?
Happens to mines as well.
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Works for Diplomacy?
K, I'll slap them in. For now all the strings are in, except for fighters, for some reason the game is not seeing them, even though they are in the strings file. The GalaxyScenDef needs a -bit- of reworking, but this will not be an issue. Edit: For some reason homeworlds REFUSE to spawn with anything, even when coded as such.
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Works for Diplomacy?
xD Figured it was something along those lines.
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Works for Diplomacy?
Definitely. Now all I need to do is figure out how to count the number of strings/StringInfo and I'm all good.
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Works for Diplomacy?
...N++ can edit strings? Why did I not know this. >_< Wow, this just made my life like infinitely easier.
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Works for Diplomacy?
Oh. So you mean I should get rid of the population techs, if I'm reading you right? Also, what program/app do you use to edit strings?
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Works for Diplomacy?
See, what I'm saying is that you forgot to include population research files in the RAR, except for the Vasari's volcanic ones, at least in the version that I DL'd.
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Works for Diplomacy?
I said pull the SOGE part from the SOGE one and pop it into the other one. This is what I said I'm not doing; I'm going to do the opposite, as there's more strings in the SoGE file to paste over. I'm not sure what you mean here.
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Works for Diplomacy?
There's far more strings in the SoGE string file than the planet mod's one. Pasting over SoGE's would be an utter nightmare. As for the tech4tech, you didn't include any population boosting research for tech in the mod; in the TEC player's file the standard population booting techs are used, which is what SoGE uses.
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Works for Diplomacy?
That worked, was able to delete all of the old planet files as well. For now, the old population techs are the same, save the Volcanic (copied over the Vasari's first one, aka. now it's a 15% boost versus 50%). Brushes files will need some work, and possibly strings (didn't copy the string file over yet, will do that now). Edit: Yeah I'm going to have to add all of Nova's strings to SoGE's string file. >_< Nova, do you perchance have a good/quick string editor? As I got one but it kinda sucks.
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New Planets!
Ship Graveyards are in the GalaxyForge; assuming you copyed over the GalaxyScenDef file. is there a post talking about this? ive been looking but cant find one. im not really much of a tech person. so i have to have instructions. What do you mean? In the GameInfo folder of the mod there's a file called GalaxyScenarioDef. The GalaxyForge also has one of these. Paste the one from the mod over the one in the GF's folders and it will work. The specific planet name to look for is ShipGraveyard. I warn you, it is EXTREMELY powerful, as intended for the map I made it for. Like the thing is basically it's own fleet.
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New Planets!
Ship Graveyards are in the GalaxyForge; assuming you copyed over the GalaxyScenDef file.
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SVN Update Log
I'll do this once your newest version of the planets mod is up and running, this is more of a stop-gap measure.
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Works for Diplomacy?
I can get it to run, all I need is a proper entity.manifest file, so it actually works with SoGE. Odds are, all the Gameplay errors can be ignored, as they likely refer to lines that Ent doesn't even use.
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Works for Diplomacy?
You forgot the updated entity.manifest. Though maybe I should take a look at those manifest generators, they should be able to do one. :v Edit: You forgot to include PlanetTerranHome and PlanetDesertHome in your modpack! Unless you modded the GalaxyScenDef just to use the stock Terran/Desert files, in which case I am silly. Edit 2: The fixed Gameplay.constants doesn't work with Ent. >_< And using SoGE's entity.manifest doesn't work, unsurprisingly.
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SVN Update Log
Update: April 11th, 2011 Gravity Well Generators now do what they should do, block enemy ships from fleeing into hyperspace, with their radius. I'm not sure if this radius is best or not, so give me feedback if possible. I also swapped out the Volcanic and Crystal Moons in the Extra Planets maps for a population-boosted Low Terran.
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Works for Diplomacy?
Alright, so if we update to Diplomacy or I get an Ent version I'll slap it in. '>.>
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Works for Diplomacy?
Once you send it to me I'll put it in.
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SVN Update Log
Update: April 10th, 2011 Rep Dreadnaught has had it's health increased. Slave ability range has been reduced to 1000. BAC and Battle Dragon now have 1 fighter squadron. NR cruisers have all had their prices, build times, and supply cost reworked. I believe this should properly balance out the faction, requesting feedback.
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Beta Observations and Thoughts
Email's meeper_1@hotmail.com. I would, before this, go over to your "Mods-Entrenchment v1.051" folder, right-click whatever folder SoGE is in, and hit "SVN Update". This will force the SVN to search for updates. If something turns up and it updates, run a random map and then hit surrender and then keep playing (as then you will be able to see all the planets), and see if there are any of the new ones. If so, your problem is fixed.
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Beta Observations and Thoughts
Can you possibly upload your GalaxyScenarioDef somewhere (it's in your GameInfo folder)? If you do that, I can check if you truly have updated to the planets mod release.
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New Planets!
Well if we want to move to Diplomacy, I can get the expansion, so I'd be cool with that. Just don't want to manage two versions. xD Though, I have absolutely no idea how the diplomatic techs work, and perhaps more importantly, how to get rid/manage the silly "races" stuff. But yeah, I could always temporarily do away with the diplomatic tree entirely, assuming it doesn't break the game. Or put in 2-3 "filler" techs that cost nothing and take 0.01 seconds to research, until things are ready to be done in terms of that tree.
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New Planets!
Wait, the difference between ships is one line? Nice. And Players files? Though mind you, this will only be done for the final release, for now it'll stay Entrenchment, to avoid update complications and more SVN stuff.
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Beta Observations and Thoughts
What maps have you been playing? Only the Random maps and the custom maps made by myself and Nova feature the new planets. If you are playing any of Ironclad's maps, they lack anything other than the stock planets. The Y-Wings have not been changed into actual Y-Wings yet as there are no model for them yet.