Yes, open the [b]Planet####.ENTITY[/b] file for the one you want (eg. Plasma Storm, Asteroid Field, etc...) After the meshes section, there is a list of resource asteroids, change the max and min numbers of the NEUTRAL asteroids. You will need to put all this in a mod and activate it though. Good luck, any problems, post.
- Uzii -
Errmm... I don't know sorry. Best thing I can suggest, is try it yourself. I've posted a walkthrough to upping the fleet supply, and capital ship, and maximum ships a player can have. Here: [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=301777"]Link[/link] Reply number 5.
Yes, but the complexities behind it are numerous. I suggest by modding in some basic things first, ship stats, planet upgrades, structures, etc. Then once you have the basics move up a gear. Even I'm not sure on where to start with this, but it is doable. I would start with editing the special ability that has it (TEC capital ship I think). Then try and replicate it on normal weapon effects.
If you were referring to me, which I suspect you were, seeing as there is no way you can't understand what Renegade said, then this is for you: Sir, are you suffering from any mental issues at the moment, or vision impairment? I have posted the full and complete way to achieve what your want. Let me make this clearer: [U][B][color="#FF0000"] [size="4"]THERE IS NO SUCH THING AS "fleet number"[/color][/size][/B][/U] There is: [B]Fleet [U]Supply[/U] [/B](AKA regular
You need the latest patch for Sins. 1.2 available from the downloads section.
This one would first fall to the modelers out there. With a model for a moon with another model for when an extractor is built on it, I could have a go at trying to add them. Would be hard though, and might only be possible with the final mod tools.
Mmm... Interesting. I will PM you tomorrow about some things, you may or may not be interested in. Thanks for the reply.
Err.. You reinstalled the game and it didn't fix it? When you reinstall, remove EVERYTHING manually after you have uninstalled it, then install it again. Replacing texture files shouldn't make the game unplayable though. I'm just off, so maybe someone else can help. Good luck.
Well, better put mine in I suppose ;) [img]http://img301.imageshack.us/img301/582/siglogoih6.jpg[/img] [color="#FF0000"]Name:[/color] Sins Plus [color="#FF0000"]PoC:[/color] [link="https://forums.sinsofasolarempire.com/?g=pm&action=new&acid=2770905"]Uzii[/link] [color="#FF0000"]URL 1: [/color][link="http://rapidshare.com/files/95937316/Sins_Plus__by_Uzii__v1-1a.zip.html"]Rapidshare.com[/link] [color="#FF0000"]URL 2: [/color][link="http://files.filefront.com/Sins+Plu
[quote]I have downloaded this mod and did everything i am supposed to but when i enable it nothing happened. i went to the in-game map maker but i did not see any of the new planets so i spawned many random planets and none of the new planets were spawned in the preview. Then in my last effort to see if the mod was working i went into the game and looked at the tech tree and the new research for the planets was not there. Basically for some reason when the mod was enabled it did nothing. I real
Ok, updated to [b]v1.1a[/b] The only change is the removement of the Militia Carriers in orbit around Urban planets. This should, and with every test I did, fix the random crashes problem stated above. I hope to the Good Lord himself that this will work, then I can finally begin adding to this rather than fixing. But, any problems, just post them here, I will get back to you tonight(GMT) after work (10:00pm roughly). Edit: [b]@ Davedon[/b] I personally like the
It will take me too long to find out everything you are working with, but I'll try to elaborate on what I said earlier, as it may work. The background to the Info Card is in a texture file somewhere. The location and dimensions of which will be in the Window folder, in one of the .BRUSHES files. If you can find that information, you could increase the dimensions of the 'picture' that the Info Card uses as it's background. This way you could tweak it to 'shift' it so it aligned to the center sect
Good to see its all sorted, I will briefly describe what happened. Some of the texture files were just to small for me to add additional icons and pictures. So I increased the canvas size of the picture, and added my custom icons/pictures at the bottom. This extra bit doesn't exist in the original texture files, so the location of my icons/pictures would be off the edge of the texture file, and so are displayed as a black square.
[quote]I think it's possible. You can edit the RS_MaxShipSlots[race]0 files for each race. Just make the base value less and nobody should be able to have enough fleet cap to make capitalships at start of the game. Not sure if you have to change the perLevel upgrade as it's 150%, meaning base of 100 x 1.5 = 150 starting cap. so play around, see what you get. Anyway, that's where I'll start with your idea.[/quote] What? What are you talking about sir? What my good man Kilsonx said can't be do
[quote]I'm a code monkey on the Star Trek mod team, so you won't actually see me release anything personally, most likely[/quote] Ah, at least your skills aren't going to waste ;)
Ok, this is another observation, nothing concrete, but I think it could be the carriers themselves causing this randomness. I will continue to test, see if the trend continues. And yes, 8 is a bit excessive. I wanted to make Urban planets difficult, and actually have a fleet in orbit, and the carriers complete the fleet. But if it is them, then I'll remove them. Stay tuned.
Mmm... Tutorials are not my cup of tea. I'll do it if someone asks specifically, but they are time consuming, and I find them very boring. I'll give you a hand (if you need it, you seem very competent in modding, although I haven't seen you release anything yet, got a secret project in the works?), but I'd prefer to use my limited time fixing/updating my mod.
Curse the randomness of computers. I'll look into it now.
Ah, thats handy to know, thanks for that one. Counts always seem to be my downfall when testing, curse my short memory.
Can you change the size of meshes just by editing the .Meshes files in Notepad? I was hoping to do a little bit of scaling for some of my planets (only 30% bigger or so, nothing drastic), but my skills on modeling are non-existent at this time.
Erm, I don't think this can be done, well, not that I'm aware of. But won't it be easier to adjust the research Logistic levels, so you start on zero Capital crews, then after upgrading you gain another? [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=301524"]Link to editing Capital Ship population[/link]
This forum is going down the drain... we need a basic tutorial guide as a Sticky. With links to these types of changes, so the basic modders and personal modders can see/find them easier.
I couldn't read everything there (just too any changes :D), but from what I read, this looks great. I like the direction you've taken with the research labs. When ever I play I always find I've got 8 or each after the first 20 minutes. Good luck, and keep it up ;)
Dammit, I have already posted this somewhere, but I'll post it again. This is originally from an email I sent to another asking a similar question. And seeing as you failed to detail what you mean by "Fleet Capacity", I will give you the walkthroughs for Capital ships, Fleet Supply, and the overall ships ingame. [HR] [color="#00BFFF"][B][U]Capital Ship Pop[/U][/B][/color] Ok. The files you need to change are in the 'GameInfo' folder. They are named like so: RESEARCHSUBJE
[quote]Put in a request eg. [REQ] Mars Effect + Sins Plus[/quote] I believe that is in the works in the community, or the author(xXAequitasXx) is working with mine as a base.