hi,
is it somehow possible that energy weapons do more damage to shields than the hull, and torpedoes do more harm to the hull as the shields?
JB
No, the engine doesn't allow that, at least not very easily. It wouldn't be worth the effort.
Minidump. Didn't even make it out of my home gravity well....
That is completely useless information. What map were you using, what version of Sins were you using, and which version of SoA were you using?
I just downloaded it. So whatever version is the most recent download. I was playing a random map. Whatever Diplomacy is. I don't know. It's been running for a couple of hours w/o issue now.
You could try sounding not so much like a jackass. You could have gone from this:
To this:
And you would have not sounded like a dick.
Did you update the mod?
The current archive . .5.1, there is a .5.5 patch that needs to be applied to solve crashing and some other issues.
Leuthesius, I would have been nicer had you not just done the exact same thing (ask modders to use non-existent psychic debugging skills to find a crash bug without you providing the necessary information to find it) with the Distant Stars team, much to their annoyance.
oddly enough i always get 1 and only 1 mini dump when i turn on teh mod for teh first time adfter a install.
usually right as im leaving my grav well, but after that crash it never happens again. never been a big deal to me.
The mod crashes for everyone one 1st launch or when you re-enable from another m0d. We are still hunting this issue.
All you have to do is restart the game with the mod enabled and it will not happen again, unless you disable the mod and re-enable. Just remember to restart. Sorry for the inconvenience and make sure you're up-to-date.
Sparda, all I did was say "it crashed."
And it looks like myfist0 just gave the reason.
yea the first crash is a given, but it never bothers me i just accept that it is going to happen.
I never load mods in the manager; I always edit EnabledMods.txt.
hi,
if we evaluate at the damage the weapons worth of "DamageAffectType" AFFECTS_SHIELDS_AND_HULL "" to DamageAffectType "AFFECTS_HULL" changes would, for example, then the torpedo damage only affect the Hull?
Or that has value only optical relevance?
If the value of this type does not hurt, there is another possibility, causing the torpedo damage only if the shields are down?
Since I can not do it themselves, to integrate new research (but only old alter), research could be integrated with, never ending. For example shield improvements by 0.01% / 0.001% and / or the weapons systems. That would one (me) to give the feeling that the game does not end.
A hint why the game crashes for newly created research would otherwise be helpful.
Thank you.
JB
You mean the "AFFECTS_ONLY_HULL" line, and a weapon with that tag simply ignores shields and does its damage straight to hull, so that won't work.
A small question, the fleet arrangement, for example, in the class of Dominion Dominator is the computer opponent always nicely stacked / on each other. How does it work? by manually apart.
JB
Hey thank you to all who are still involved with working on this MOD. I've played a few mods for this game and think this is the best, by far. And I'm not a star trek fan boy, I just think the game play and ship models are great. I'm hanging out for the Rebellion version so I can get back to playing this again.
-If i could make a suggestion, please make metal and crystal extractors, derelict ships and star-bases capture able by all large ships. Maybe add a button for an Away team capture. Just a suggestion.
Thank you all very much. Good luck with continued development.
anyone up for a game? It would be great to play a 4 or 5 person game. It's just next to impossible to find anyone to join a game. any ideas?
Only thing i can suggest is set to try, and set up a game on the forum (multiplayer organizer topic). From what i hear ICO has not had many players, and I am not sure how many still play Diplomacy.
I can't wait for this mod to be rebellion compliant. I will continue to sacrifice small animals in hopes that it gets completed.
I haven't been involved in the Rebellion port at all so far. So i couldn't tell you how much progress was made. I know the team is shorthanded too. As far as "completed" i don't think it will ever truly be completed. Always something to do ![]()
Well its been about a year since we have seen any patches for this mod. Can anyone on the team give us an update on when we can expect to see something, either for Dip or Rebellion.
Testing if the last bug fix is the final one, then move to reb, No point in porting a bugged mod.
Many awesome changes, well worth the wait.
We added
to the
. Gave
,
, and
the
.
Added
Added
Get the picture?
grr
Many awesome changes, well worth the wait.
We added to the . Gave , , and the .
Added
Added
Get the picture?
Does this mean a final release for Diplomacy ?
Unless Rebellion can be used without Steamworks, I will not be getting it.
So, as one of the two main modders, any changes I make to Diplomacy, psy will have to port those changes to Rebellion. I will keep on trekin' with Diplomacy.
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!

