I love the idea of the new updates. However it is causing havoc with all the mods I merged as well as work I have done on my own mods. I literally just got done getting v1.90 compatible with the changes I made. Now I see 2.0 coming out soon. Is there any way to list the files that are going to be changed? This way I can compare which files I need to adjust.
dracothedragon
Help! I have tried to download the updated version .99B5 for Diplomacy 1.32 a few times. It seemed to download ok. However, when I went to move file to Diplomacy 1.32 folder. It showed 0 packed files. Is there an alternate place to download? Any idea of what the problem is? I have both winrar and 7zip. Never mind. I was able to use 7 zip. Sorry for post
They would look cool as Planets too!
Thanks for the help! I was modding 1.03. Haven't updated yet. Had to cut expenses. Don't have internet connection. Using library (has limited downloading capability). I added 5 Caps to each new race for a total of 10. Ouch....only 400. I was using 1 of the mods relating to different planet sizes. It used many new meshes. They really need to increase the mesh limit. 400 is a joke, especially for the modding community. That is where
I apologize in advance, but what is the hard-code limit to the number of meshes you can have for Entrenchment 1.03. I am using the Vanilla races and I only tried to add 2 new races. 10 new Capitals and 10 new frigates, and several new planetary structures. It works for about 45 minutes. Then I get an error to effect that it cannot find mesh for debris, supportship, etc...... then the irritable minidump. What gives? I have
Basically you need to have some balance. In the USA. It is apparent that the balance is shifting heavily towards what some say is Socialism. I believe it is more like Facism. Any massive shift to one or the other is going to hurt a lot and isn't healthy. Obviously, any system in its purest sense would not work. A balance needs to be maintained. I believe the USA had come pretty close. Now it is moving drastically a
DANMAN, I am tipping my hat to you and your team. You have done a hell of a job with 7DS. This is the only reason why I still play SINS. I have done a little modding. I have increased the size of the Gravity Wells around certain planets. Mostly concentrated on the Asteroid belts as well as the Asteroid and Dead Asteroid. I also placed many more resource asteroids as to make this a place where many battles will be. It is all about resources. 
If I remember correctly, DANMAN Games that created the great 7DS mod will be be updating 7DS for Entrenchment. As we all know, modding is a time consuming endeavor. Especially something as in depth as 7DS. It will probably take months to update it. Keep looking at the 7DS link.
I am on Registered on IMPULSE. I only see version 1.04 when I go to Updates for SOASE. I have 1.05. Cannot find 1.1 or 1.12. I wish there was a simple link on he main website. Less frustrating. Please help!
As far as I am concerned. Take all the time you need. This is a great concept. I can't wait to play....but I can wait. Told my brother about this one. He agrees with me. Take the time you need. If it takes longer. So what. It will be that much better. I appreciate all the time and energy your team is putting into this. I know it isn't easy. Thank! :CONGRAT:
Lost_WLD Excellent idea. I knew the combat was missing something other than the lack of the AI moving the ships while they are in battle. 2 sitting ducks shooting at each other. Not realisitic. A critical hit reminds me of what happened to Britain's 42,000 ton Battlecruiser HMS Hood. Germany's Battleship Bismarck (the crew was not thrilled going up against a legendary ship) after only minutes of engagement scored a lucky hit to the Hood's magazine. Poof the Hood was no more. Simila
I would like to see the AI controlled ships move while shooting. Right now, both side stop and shoot at each other. Doesn't seem realistic. In naval battles, ships continuously move to try and get the best position in battle. This would hold true for space battles. Right now it like like 2 sitting ducks shooting at each other. Obviously the one with more firepower and health is going to win. More work on the AI. Also, would like to see some lasers or missiles coming from the Hangars, shi
Star Trek is being worked on too
[quote]I would like to see either Star Trek or Star Wars ship designs. I know this will probably never happen but I would like it. .[/quote] There is going to be a Star Wars Mod. When? When they get it done. Also, Danman's 7 Deadly Sins Mod is going to incorporate the Star Wars mod when Star Wars is completed.
If you haven't already figured it out yet. Here goes. Research--->Civilian----> Engineering---->Long Range Jumps If this doesn't work. Not sure what to tell you. Good luck and happy hunting! :d
I think you can. Something to do with researching a Capture ability. Not sure which ship has it. Once figured out. Use that ship to capture an enemy's colony ship. Then colonize from there. Check pgs 34 and 35 under Forum/Modding/Danmans 7 Deadly SINS. Hope this helps some. I have yet to play as the Rogue. Coming soon.
Kyle Fesy, GETTING RID OF COLONIZABLE STARS Go to the Gameinfo file under 7 Deadly Sins 1.2. This will be inside the Mod folder. Scroll down to RogueBlueStar etc. Open each of those files. Scroll towards the bottom. You will see (isColonizable TRUE). Change to FALSE. Then save the changes. Should now read: isColonizable FALSE I wouldn't change it until you are done with current game. This should do the trick.
:CONGRAT: I vote DANMAN for Galactic Leader! Great Mod. Made some minor changes to satisfy my playing expectations. Keep up the good work! I got my brother playing your Team's mod. Big improvement over the vanilla Sins. Looking forward to your future releases. I appreciate all of the hours you and your team have spent! :CONGRAT: Wish there was a way that we could blow up some worlds. Literally! I think I read somewhere that this can't be done because of
Mod game. I play the 7 Deadly Sins mod by DANMAN. Awesome mod. Go to Ironclad Games/Sins of a Solar Empire/ Mod folder. 7 Deadly Sins/Game Info. (Ex: Tec) go to PLANETMODULE_TECHORBITALGAUSSDEFENSE. Adjust damageperbank:front to 240, prebluffcooldowntime to 2.5, burstcount to 2, burstdelay to .4500000. Adjust these values to what you think is suitable. Michael
Same problem. I have no idea why. Can't find any info in the forum. Hopefully someone will post an answer soon. Driving me nuts too!
Danman, Thanks for the Graveyard patch. It did the trick. Also, thanks for all of the time you have put into making the game much more enjoyable. Draco
Danman, I am enjoying your mod a lot. However, I am having problems taking over the Derelict ships as well. Did the research. Tried to use the colony frigate (playing as TEC). No ability appears for the colony frigate. Have tried all other ships as well. The Derelict ships have an icon over them. Not one of the players though. Just one of the misc rebel type. The ships just sit there. When I move my mouse over top one of the ships. It indicates that it is capturable. However