Modeling, sorry man, not my strong point, good luck though.
- Uzii -
[link="https://forums.sinsofasolarempire.com/?forumid=443&aid=301574"]The Official Sins Plus page.[/link] I'm surprised you missed it.
Yes, it has something to do with the chance of that group spawning. There is also separate groups for militia [i]owned[/i] planets, so you can make the neutral colony have a huge fleet etc... Best thing to do though, is have a play around and experiment with different values.
So the abilities assigned to Asteroid Belts, Plasma Storms, etc... seem only to work when the Gravity Well is neutral. Is it possible to add these abilities to occupied planets? I've had a play around, but using the same template as the above mentioned types no longer works once the planet has been taken. I tried to add an ability that activates straight away and lasts forever, but I am utterly lost with the ability formats and could use any help with trying this. I have
You need [link="https://stardock.cachefly.net/SinsModPackageIncomplete.zip"]THIS[/link] It is the mod tools. Inside there is 'Reference Data'. Open that up and you can find the files you need in readable form. The above form you are looking at is Binary.
Right, I'll give it a shot. 1. I don't think so, but some problems may occur with the Beta tools. (Custom planet types spring to mind) 2. I'm sure there is, but I have no idea where or what to edit. 3. Another "Yes, but I don't know how to" answer. 4. Mmm... not sure on that one, although with scripts, probably. 5. An interesting concept, but I don;t think this can be done with the current Mod Tools(cMT) 6. Like a anti-super weapon? Doubt it with the cMT. 7. Not with
[b]@ Iranium[/b] I don't know how to do this, as I haven't touched the GF. But if someone knows, then please enlighten me, and I'll see what can be done. [b]@ Captian[/b] I love using big words, usually stops children and trolls dead in their track when they read it :D Oh, and no problem about the Vista tip, it is only my opinion, but I do recommend steering clear, at least for another year of two, until all the bugs are ironed out. And dam both of you, I've se
Ok, the minidump is BS. I still doubt whether it was worth putting in. People still post in the Tech forum regardless, and modders can't read it. Do the sounds still play when performing actions? Namely, the voice of the captain/pilot saying he's enter Phase space, attacking, or what not? The best way to check that everything is as it should be, is to look at every file you have edited to do with it, and then look at the original. Check for differences between them that you di
[b]@ CaptainHardcore[/b] Are you insane. Never, never "upgrade" to Vista, it is the bane of many lives. I haven't heard one positive comment about it yet, and I specifically asked not to have it in my new computer (and I am so grateful of that). Must be close to 70% of all technical problems I've seen on game's Forums end with, "Must be a Vista only Issue". But hey, who am I to tell you what to buy ;) [b]@ Jean Luke[/b] I appreciate your feedback, but I am in disagreean
Notepad, which everyone should have, or Notepad++ which is free to download on the internet, use google.
Thank you, that helped me, to help you. I've updated the image. [img]http://img352.imageshack.us/img352/592/whoopsnx3.jpg[/img] Basically, you've installed my mod, INTO my mod's old version folder. So you need to take out all those folders there (textures, gameinfo, etc.. ) and basically move them back one folder. The address should be something like this: [color="#00FF00"]C:\[B]------>[/B]Mods/Sins Plus[/color] [B]NOT[/B] like thi
Agreed. But the dev's input in this section has been somewhat limited so far. We shall see what the future holds.
You should have an extra section with a Sins Plus logo in the Non-Military research tree. Look carefully at each line, although you should see it pretty easily. The best way to find out if it is installed correctly, is look at a Gas Giant, does it require a research to colonise?
And don't forget the change the [b]COUNT[/b] number above each list of ships. A common and annoying them to miss. I also recommend [b]not[/b] using the Capital ships for militia (which you can, and they do [i]sometimes[/i] work, but will cause random crashes on the mod startup).
Ok, I just typed out a reply and I pressed the wrong button, so this will be brief. Mino, ask the author of the mod(Aequitas), as I think me is using my mod as a base for his next update. This goes for most of the major mods, just PM the author. The [b]PlanetBonusSubT.ENTITY[/b] file had the error in the StringID. Replace it with [B][link="http://rapidshare.com/files/96291780/PlanetBonusSubT.entity.html"]THIS[/link][/B] file. Put it in my mod's [b]GameInfo[/b] folder and replac
No problem. Next time though, you know where to post right? ;)
[quote]I can confirm the presence of this bug as well, as I just encountered it on a large map. I;m not sure what;s causing it however, (I did a look at the code it seemed clean) but I worked around it by simply editing the subterranean bonus out of the planetary bonuses in the english.str file, which seemed to fix the problem.[/quote] I hate to repeat myself but; [quote]Sorry, your going to have to give me a little more detail on this. What planet type? Any other mod
You did put it in a mod folder correctly and activate it right? I don't want to accuse you of stupidity, but most mistakes are obvious mistakes, I should know, I've made enough of them myself ;)
The texture folder. On one of the files (view in thumbnails, d/l a .dds thumbnail viewer if you don't have one.) they have the picture sets of all the races. I will find the file in a minute, but you can either change them, or add to them. The process for adding will be 10x more complicated than replacing, and if you are still interested tomorrow I will try and work it out. Edit: Ok, the file you need to change are all in the [b]Textures[/b] folder. They are: [B] Player_Portrait
Have you tried making the ability Passive? I know its a long shot, but sometimes things that are blatantly obvious work... I doubt it though. Good luck anyway.
Mmm... You may be slightly confused on how Sins works. Nearly all the planets that you can colonise without research in Vanilla are already inhabited. Terran and Desert planet have urban areas which can be seen from orbit on the dark side of the planet. These are, from what I understand and have heard, whats left of the TEC's old empire. Colonising really is the wrong word in Sins, you occupy these worlds. The population is in units, and I've heard is the number of Officials present on the plane
Thanks for the positive comments kjpwv. I have a bad feeling that what you suggested can't be done, well not with the current mod tools anyway. The bonuses are completely separate from any other variables, so adjusting them through research is pretty much impossible. Much as I agree with your point about getting a crappy starting position, a good player will adapt and overcome these problems. Well, thats my thoughts on it anyway. If you have another suggestion to soften the n
Same thing as neutral I guess. My suggestion? Try it. Put one in somewhere, and see what happens. I assume it will act as a neutral asteroid does, so you would have to capture it, and only the owner gets the income, not the planet controller.
Firstly, my good man Aequitas is right, this should really by in my mod's Thread. And secondly, Mr. Payne is right too. You need to give a few more specifics. The only thing I can suggest at present is to uninstall my mod COMPLETELY and then reinstall it.
Right... Lets get started... [b]@ boeduur[/b] One of the texture files hasn't been copied over or installed correctly. Make sure everything is in. Uninstall/delete my mod, then reinstall it. A bug like this would be one that everyone would get if it were a mod based problem. Also, check the effects and UI options, make sure everything is ticked like it should be (Icons, etc..). [b]@ Jeebus89[/b] Sorry, your going to have to give me a little more detail on this. What pla