oddity with Entrenchment 1.03

Found a small problem/annoyance with 1.03 and mods. I mad my own which was just a few edits of some ships it activated fine and plays ok. But when you quit a game after a couple hours it either does a mini dump or complet CtD when you hit the main menu button after the game end reports. Don't know about any other mods as  my current one has not been updated to 1.03 yet. (Celestial Bodies)

 

All I did with the personal mod was mount antu fighter guns on the carriers which is a no duh, look at our own US and CA ships all have anti air/missle guns and while thay can targer missles in game at least thay can hit fighters and bombers.

:thumbsup:

4,766 views 7 replies
Reply #1 Top

ki-tarn

I have seen a small change in the entity files between entrenchment 1.02 & 1.03 of adding a line
renderShield TRUE
after the shieldmeshname line
in ships, planets,planet modules,and starbases.
I hope this info helps
harpo

Reply #2 Top

i also noticed this change, but i put entity files on from 1.02 without the render shield TRUE part in and all it did was show in the errors and i skipped it and the game worked fine(played for 4 hours) so i dont think thats your problem

Reply #3 Top

@Harpo

The render line should have been in there as I used the BIN to TXT converter you made to convert 1.03 entity files to text then edited them And then switch them back. The only ship I wasn't able to successfully convert back to a BIN was the Phase Minelayer. it failed to convert so I didn't worry about it and left it out of the ship mod I made.. I haven't done anything to the other mods as I was waiting for the designer's to update them for every one.

 

Reply #4 Top

I had copied my mods directly from the 1.02 to the 1.03 and after about 4 hours I had a COMPLETE LOCKUP, and only the reset & power buttons worked, so I started looking in depth and found only the renderShield TRUE with every entity that has a shield, then I put it in the mods that I was useing and not crash or lockups on a 6 hour game which is why I suggested it

harpo

Reply #5 Top

ki-tarn for mods you do not have to convert back to bin as bin-ned files just load quicker and save a bit of memory, so it is VERY possible to have a mix of txt & bin files in a mod.

harpo

 

Reply #6 Top

@ harpo
 i better put render shield TRUE in my entity files before i start playin a long game thn hadnt i :thumbsup:  
 cheerz for informing me 

Reply #7 Top

Ahh thanks for the 411 on not having to convert them back to BIN, I didn't know that. Was playing with the mine layer to make it a secondary resource capture unit like the scout, just unarmed except for the mine laying.