Thats weird. I just did that and it was 1.15Gb (sorry, 0.01Gb out ;)) and it worked fine. As long as you say [I]Replace All[/I] it shouldn't make a difference. What programs are you both using to extract these files? WinRar? Or WinZip? Or another?
- Uzii -
[quote]mm well the way you expl;aines int he read me file it sais put the "original texture" files in theyour sins mod, then put your texture files over the topnot what you said above, the other way around!mm still 1.19gb lol[/quote] [quote]Make sure all my textures are in the mods folder, [U]and override the originals.[/U][/quote] [color="#00FF00"]"And [B]override the originals[/B]."[/color] [U][B]Not:[/B][/U] [color="#FF0000"]"And [I]then[/I] override [I]with[/I] the
[b]@ jBrereton[/b] Mmm... you have a good point about the population increase percentage. I will change it to 10% -> 20% for the next update. However, I will not change the research for the Urban Planets to High Density Zoning from Tunneling, for two main reasons; 1. Balance. The TEC can upgrade their Terran pop-cap beyond the other two races. 2. I pointed out some while ago (I don't blame you for missing it, it must be 5 pages back by now ;)), that Urban Planets are fully expanded o
If you have a site that will freely upload a file of about 1Gb, and you don't mind downloading a 1Gb file, then sure, I can do that. The readme is as clear as I can make it. Follow it word for word, and you should be able to do it. Until Sins is updated to 1.03 this is the [B][U]ONLY[/U][/B] way to do it. A simple way that explains how to install it is on the very bottom of the first post in bold red letters. The textures are what causes this, and that is why other m
Here you go [B]Abisha[/B], the original menu texture file. [link="http://rapidshare.com/files/98207501/BackdropFrontEnd.tga.html"]Rapidshare.com[/link]
The 3rd and 4th pictures look stunning. They really do have a menacing look to them. Nice work, and I'm looking forward to the full mod. :D
[quote]I wouldn't actually download this, because if it was meant to be in the game it would be. I'm not much of a "mod" player but I do appreciate the work that wannabes and n00bs put together. I was just pointing out an observation that became immediately obvious. A planet with 10K population seems like it would fluctuate your economy up to ten times.[/quote] We don't need people like you here then, goodbye. And one thing before you leave, it has a maximum population of 1k, which can
Now, riddle me this; Why would I want to remove my logos? The research screen is for you to easily locate the custom research for the new planets, and the Main Menu is so you know that the mod is activated. If you want to remove the main menu, all you have to do is replace [I]BackdropFrontEnd.[U]DDS[/U][/I] with [I]BackdropFrontEnd.[U]TGA[/U][/I] from the main game directory. To remove the research, you will have to go through a very long and tiresome process which I am not about to exp
Well, how about a solution? Or something you'd like changed? I can't fix something when I don't know the problem. I appreciate your feedback, but a one sentence criticism/observation is a little lacking.
[b]@ CaptainHardcore[/b] Mmm... I may darken the glow slightly, but other than that, its supposed to be strange. [b]@ Caedwyr[/b] Its a good idea, but I don't think it could be incorporated. I have seen no ability that individually changes the allegiance of a planet. And making it a [I]bonus[/I] would also be impossible at present. Perhaps if there is an [I]ability[/I] in-game that does this, even for a brief time, please tell me. But other than that, sorry man, it can't be done
Ok, just before I log off tonight, I'll post a little preview of two of the planets for the next update. [img]http://img256.imageshack.us/img256/9193/toxicparadiseub3.jpg[/img] The top one, as you can probably guess is the Toxic Planet, Textured by [U][B]Davedon[/B][/U], a big 'Thank You' to him for his help so far. And the bottom one is, as you can probably guess too, the Paradise Planet. Textured by me ;) The Industrial Planet is near completion, just cloud adjusting
Its in the GalaxyScenarioDef file in the [b]GameInfo[/b] folder. Quite a way down it has templates for each of the planet types, then possible lists for the militia forces (its randomised). Just increase the ships in each list, and don't forget to change the [i]Count[/i] number at the top of every list to reflect the number of items in it. Good luck, and happy modding! ;)
[b]@ crazyewok[/b] Vista? *shudders* I have thought about adding more textures to the already existing planets, and after 1.2 is up and running, I will start creating additional ones. The new planet types are more important, and a higher priority to get out to the masses, but soon the number of new planet types will start to dry up, and each update will include more textures. I am still open to custom textures that anyone wants to include in my mod, and full credit ([I]in-g
Huh, how weird. Curse the randomness of Computers. So many hours have I wasted trying to fix problems that only fix themselves after you've given up. At least it was after the first try, and not the 20th eh? :d
There isn't a guide, and I'm not about to create one either, sorry. Basically, just compare files in all the mod (3 mods will be difficult). Merge the ones that have been changed by more than one mod, and edit them accordingly. Then edit the english.str file and make sure all the strings from all the mods are in. Its not an easy process, and its very time consuming. Someone might be able to help you better, but its just a lot of work to explain. Sorry man, maybe someone else will help
Thats pretty nice. Looks more menacing in red. So its part of a bigger reskin mod? If all the ships were like it would look very nice indeed. How many ships have you skinned so far? Are you planning on reskinning all the ships, or just the Advent ones?
Nice, but, is there anything you wanted from this thread? Fishing for complements isn't really a valid post. Is this going to be in [B]a[/B] mod? Your mod? Do you want to include it in a mod already out? What does it look like in other lights, Red and Blue for example? Have you done any other skins? Planets, structures, effects? Do you plan on releasing it to the public? etc, etc. A post with no words and 3 pictures is a little lacking in information, don't you think? ;)
Someone mentioned somewhere that if you change the ScenarioGalaxyDef file that the GF reads, they appear. I'm not sure which one that is, it could be the main directory one. If so, backup your original first.
[b]@ Kreyson[/b] Sorry man, no chance of that. But most definitely next weekend. And I hate giving ETA's, 80% of all ETAs for mods/paperwork/appointments/anything are never met. But roughly a week, maybe less if your lucky. [b]@ verybad[/b] I appreciate your feedback, but f*ck me dude, thats a hell of a lot of stuff. Ok; - Wormholes, out of the question, and out of this mod's scope. I know what your thinking of, but at present, its a 'no can do' for this mod. - Something
No you can't. You need to either; - Merge them yourself, risky if you don't know much about modding, or - Hope someone else has released a merge somewhere on the forum. Which mods do you want together?
A good idea and one that has also crossed my mind. Making it possible and incorporating it could take some work, but once 1.2 is out, I will investigate. Thanks for the input ;)
[quote]-Galaxy wide or race wide random effects for X amount of time? Or some may be limited to one specific planet. From time to time there are lucky breaks, disasters or emergencies. Positive or negative resource, economic, diplomatic, production, trading, disasters, structure destroyed, plague on a planet, lost XXX population. -You find an abandoned depot, get XXX one time resources -Solar storm, no ships can phase jump for the next 5 minutes. -space dragon
[quote]Using photoshop? If so, load the texture and click on Filters/Other and choose Offset and change the top slider a bit.Click ok and fix the edges so they match, then undo the offset[/quote] I haven't had any problems yet making textures, but the more planets I make, the more textures I do, so that is a REALLY handy piece of information, thank you very much. Just the poles to sort out, but I don't think PS can help us there, just trial and error.
[quote]Ok, nm, i see it you posted that you are "Gravely" mistaken if you are to list them all...Ok, here are some ideas.. Increased artifact bonus? Guaranteed artifact? Conquered natives.. you free them from the militia forces and you get a free colony out of it. Rebel forces join your cause.. 2-3 free ships?[/quote] Yes, there's too many to name, I can post all the their file names, but some of them are not very 'readable'. I can't increase Artifact Bonuses a
[quote]yeah you might want to remove the "sins plus" that is added to the main menu whether you are running the mod or not. had to reinstall to remove that....[/quote] No you didn't. You installed it wrong. My textures replace nothing in the default directory, unless you, wanting to save space, copied and replaced the main directory texture files, and if thats the case, its kind of your own fault... I will consider that [b]Chaney[/b], whether it can be done is another matter. H