Thanks for the positive comments, and the feedback on the Forest planet texture. Imight remove it if I get chance. I put it in because the planet looks very plain otherwise, but I agree it does look a little out of place.
- Uzii -
[quote]15 ways to ***k it up, one to get it right.[/quote] 15? I wish I was you. Try 1,015 ;) :d
Earth world be an hard thing to texture. Its doable, but you would need a lot of patience and time to get it right.
You need [link="https://stardock.cachefly.net/SinsModPackageIncomplete.zip"]THIS[/link]. Open it up and use the files in the [B]Reference Data[/B] Folder
When it starts working, we'll see how it acts. But yes, I can see your point.
Erm, how about working together? Half the work between you, and half the time it would've take you both on your own. ;)
[quote]Also, the Moon/s and Gravitational Anomaly effects seem broken in that they have no effect on the grav-well radius (I've not noticed Porous Core, a default ability, having any impact on them either) but that may be something either for Uzii or ICO to look at.[/quote] I have noticed this, but was unsure on what it actually changed... I know it doesn't change the visible gravity area, but do ships need to go further out to jump? Or when they jump in, do they stop further away than
Oh, nice find [B]Terraziel[/B]. That will save a lot of people time, including me, thanks. :CONGRAT:
Ok, I'm going to copy a post from another thread I just made, because it is relevant here. [HR] Please, PLEASE, post a screen shot like this: [img]http://img256.imageshack.us/img256/5825/screenuh1.jpg[/img] Or this: [img]http://www.esnips.com/nsdoc/9c778782-25d2-441b-890f-68fe57f066f4[/img] We can only help you so much with install instructions and directory locations, but mistakes can easily be made. The second shot there is not mine, but someon
Please, PLEASE, post a screen shot like this: [img]http://img256.imageshack.us/img256/5825/screenuh1.jpg[/img] Or this: [img]http://www.esnips.com/nsdoc/9c778782-25d2-441b-890f-68fe57f066f4[/img] We can only help you so much with install instructions and directory locations, but mistakes can easily be made. The second shot there is not mine, but someone posted it in my mod's Page after he was having problems. I immediately saw the problem and he was on h
Mmm... This keeps getting asked so tomorrow I will have a nose around. See if I can come up with something. Although no promises, the Galaxy Forge isn't my strong point at all.
I can confirm that there won't be a molten planet in the next update unfortunately. Maybe in a future one, but not 1.2, sorry boys and girls.
Right. A little more info would be nice. What exactly are you having problems with? Getting it out of the .zip? Or not knowing where to put the files? Or confused over which files go where? Can you elaborate please?
All of the things you mentioned will most probably require the final mod tools, if and when we get them. As for developer input, you'll be lucky :D ManSh00ter was also experimenting with planet sizes, it would be worth you two comparing notes, might have something you can help each other with.
CaptainH, I've also heard that too. Better start packing, only 100,000,000 million years until we get sucked in, we should be prepared to leave ;) :d A nice idea with the insurgency. It is a planetary bonus somewhere, but the effects are limited (3 levels as I recall, Revolt, Insurgence, and War Torn). It does give me an idea, but the way to do it would require too much time with the present mod tools, and is a long winded way. If however, you could add abilities to planets (like plasma
Not that I know of. But I haven't used the GF at all, so it would probably be est to ask someone in the know ;) I'm sure if you edited some text somewhere you could get the GF to read the new planets. But I'm not sure where, anyone else know this?
Interesting ideas. Ship graveyard sounds good, but would require some time to look into. An interesting concept though, and definitely one I'll think about. Mmm.... I'm not sure how to deal damage to everything in a system, but it would be doable in the Star's Gravity well. The only problem is meshing and texturing the thing, which I would be useless at. Thanks for the suggestions though, much appreciated.
Yeh, Orange is right. I don't think you could do it without the final mod tools. You can change the tips easy I think, but not make them race specific.
[quote]I'll take a peek when I get home[/quote] I am home :P Yep, Annatar was spot on. In the Player####.ENTITY files, about 2/3 of the way down there is a section that starts like this: hudSkinData . . . . . loadScreenCharacterBrush "LoadScreenCharacterTech" . . . . . fleetIconCount 10 . . . . . fleetIcon "MainViewIconFleetTech0" . . . . . fleetIcon "MainViewIconFleetTech1" . . . . . fleetIcon "MainViewIconFleetTech2"... Above it is the mu
Yes, but all of this is pretty obsolete compared to Sins Plus. That has more planets, and more bonuses, please check that out at the above link. ([link="https://forums.sinsofasolarempire.com/?forumid=443&aid=301574"]For those who don't know where to look[/link]) ;)
mmm.. I'll think about them. At present I'm in full flow producing my next update, but I will keep them in mind, thanks.
Thanks Aequitas ;)
The dump files are, well, to put it bluntly, useless to us modders. Can you post a link to your GalaxyScenarioDef file please, I'll take a look, see what I can find.
Got the latest update? Start your game up, and look in the very bottom right corner, it should say '1.02' If you have got the latest update, can you post a screenshot of your mod folder with the address bar visible at the top please.
Ah, good question, and fortunately, it does. When the effects are applied to the planet its self, it almost acts like a more complex Planetary Bonus. There is no nifty little icon, although you may be able to make one (mmm... gives me an idea :D), but the effects are listed in pretty much the same place as the Bonuses are, just under the Planets logo on its Info card. This should now open up a whole lot more possibilities to planet bonuses. And although it can't be activated at random,