Actually, I'm having a huge problem doing the basic programming stuff I used to do all the time pre-entrenchment. When I create an exact copy of a ship or ability, I get a mini-dump if I try to substitute the new ability or ship in the mod. It's like there's a new set of references in the Entrenchment version of Sins that I never saw in the previous version.
Does anybody know what's going on here? Is there a new "master list" of files that I'm unaware of?
(I mean, I've figured out HOW do make some of these abilities, I just don't know how to make the damn game/mod accept new ones/ones with new names)
Update: I've got an ability set up to make Klingon ships (right now, the D-10) pop out mines every now and then during combat. Easily customizable. The only problem is that usually the mines hit ships as soon as they pop out, making it hard to tell the mine was ever there. I'm trying to work on this to see if I can make it more noticeable so that it's not just a mysterious explosion on the screen. I haven't figured out how to insert abilities with new names, so right now I've just written over existing SoA2 file names to make the damn thing work. Any advice on how to make the mod accept new names w/o a mini-dump would be appreciated.