- [b]ALWAYS[/b] check the 'Count' value and alter it when you add things to a list in any of the files. If you don't know what that is, above say, a list of upgrades for a planet, it will have 'StageCount #'. The number of stages below MUST reflect that number or your mod may crash, or just not pickup the changes. [U][B][color="#FFFF00"]General Rule of Modding[/color][/B][/U] [color="#FFFF00"]Check, Double check, and Triple check everything you do.[/color]
- Uzii -
Just found your Email in the junk folder, which has to be the most poorly designed thing on Hotmail. I will reply tonight with how to reduce the number of effects the War Torn planet has. Also, this is to everyone who is interested, the project I am doing now will be a merge and update of both my mods. Will probably take a week to complete.
At the end of the day, it depends on the complexity of the mod. Total Conversions, even merged with the most basic mods would require a lot of work to do manually. With 2 simple mods it can be done with relative ease, but still requires time and effort. Having all the strings in one large file I think was a blunder on the devs part. They could have done it like the Total War games, have all the string from one category in one file; units, buildings, abilities, user interface, etc. If a
[b]@ Grayhorse_1[/b] Enabling a mod I think temporarily disables you normal save games, as they won't be compatible, but I'm not 100% as I haven't tried it. Can someone else verify? Also, when an update for the game is released, you should be able to still use your mod, but any updates from a patch that effect a file which the mod has, won't be changed when you enable the mod. If that makes sense. :S [b]@ whiterabbit007[/b] Very good idea sir. There are already Gas Gia
Cheers Leon, and I know EXACTLY what you mean about scrolling the forums. Had the last two days off work, and I've practically lived in this nice and cosy forum over that time. :D
Sh*t. Thanks cniesig, I missed that totally. The link function adds a http at the beginning of what you type I think.
[b]@ shnitzel5[/b] The walkthrough, which took an hour might I add, is [link="https://forums.sinsofasolarempire.com/?forumid=443&aid=300431"]here.[/link] Reply #4. Well, I have a planetary bonuses mod out also, and that has Moons in it. However, there is no visual effects, just stat increases for the planet. Creating meshes is out of my league at the moment, maybe in time I may venture into those realms, but not now. I will keep it in mind, thanks. [b]@ Bink[/b] I don'
[quote]My 3:00AM eyes glazed over your post. [/quote] I know that feeling oh too well. :D Cheers.
*Clears throat and looks at the post above Skyline's* Forgetting something Spartan ;)
I have uploaded my first one onto the database, and I will upload my next one. But the thing with the Downloads section is, firstly it can take anything up to 5 days to get yours checked and put on there. A lot can happen in 5 days. I noticed one mod, appeared for a day, the vanished again and reappeared as an updated version 3 days later. Also, people who are most likely to use these mods, will generally hang around the Modding section of the forum. If you post your mod there with a pu
Thats always good to hear Raven, my next one is a combination of the two, with a lot extra. I will keep that in mind, what you suggested. My 3D design skills are extremely limited, but it does give me an idea. Thanks for your input. Dan, feel free to use the Oceanic planet, just remember me in the 'Thanks to...' section ;) Thank you all for your feedback, it is very helpful, and always welcome.
He misunderstood, and later apologised. [quote]Oh... sorry. [/quote] Now it is you who are littering, so to speak. If you don't have anything to contribute to this thread, then don't post. It seems we've come to a dead end on this topic anyway, at least until the final tools are released.
Huh, makes my whole reply a little obsolete, eh Skyline? ;) Edit: Try my second option then. Just upgrade the ships in the .entity files, would that help?
I'm not aware of a way to 'give' a research to an AI from the start. It would be possible to make it tier 0 and have it cost no resources, and no time to build, then the AI would get it pretty quick. I think there is a priority number in the research's .entity file too, that may have an impact on the speed at which the AI will get it. However, what you speak of, enabling a research from the get go, might no be doable with the tools at the moment. Might I ask way you don't just change t
If you got past the re-texturing of a planet in-game problem, then maybe its possible. I wouldn't know where to start though, a project like this will probably require the final mod tools, at the moment with the tools we have, things like this are very hard to do.
[quote]the planet-upgrade mod, the water-planet mod,[/quote] Ha, won't be my mods per chance? ;) There is no easy way of doing it currently, which is a shame. I'm sure in the future the devs may release something to aid us here, or possibly a public programmer. If those are my first 2 mods you speak of, then you are in luck, I have merged these already for my future project (More planets and Bonuses in the same mod). I will upload it now for you, rapidshare usually takes a
The rule 3 rules of Modding: Check, double check, and triple check everything. Make sure all your 'Count' numbers are correct, no typos you've missed, all the files names match up with their paths. If not, start again. Do everything very slowly and apply the 3 rules on every change you make. Good luck...
Looks very nice, good work. The last image looks very professional. Are you doing this for all ships and station, or just Capital ships?
This post may seem very forward, for that I apologise. EvilleJedi has already started with a Star Wars mod, and although you are free to do what you want, surely it would benefit you both if you signed up on his and added your input. Rather than you both carrying the same weight, why don't you share it together. To your first question, without sounding too harsh, everything to do with colours and textures will be in the Textures folder. If you haven't seen that yet, might I su
Rings? Open up your Planet###.ENTITY files and near the bottom look for: ringsChance 0.000000 Change it to 0.500000 for a 50% chance for that planet type to have rings. 1.000000 and every planet of that type will have rings. 0.010000 and 1% will have them. ;)
[B][color="#00BFFF"]Tutorial:[/b] Creating a new Planet type[/color] [I]First and foremost, I am going to assume that if you want to make new planet that you are capable of basic modding. [/I] Right, here we go. Copy one of the other Planet####.ENTITY files in GameInfo(For this tutorial, I am going to copy PlanetIce.ENTITY) and rename it to whatever planet you are about to create. Now, in the new planets file, edit and change everything you want, but remember to change the 'Cou
They are separate mods, therefore they cannot be active at the same time. However, if Max would like to incorporate mine into his, he is more than welcome, just as long as he give me credit and lets me know. However, merging mods without a tool to do it is very time consuming, and labour intensive.
Just what we need, excellent. You have surpassed yourself again Skyline, good job. I am going to write a brief tutorial in a moment on how to create a new planet, for another member of the forum. I'll post a link in a bit so you can include it, if you want to. Edit: I will post it below in this thread, will be easier, and then we will have all the tutorials in the same place.
[quote]Perhaps a Subterranean planet type: -- More easily colonizable by one race than another. -- Very defensible from orbital bombardment.-- Low Pop growth, because of conditions forcing life forms underground (Poisonous atmosphere etc)[/quote] Now, I like the sound of that. The one thing I'm a little concerned with though is the one race over another option. Balance may suffer. However, if I were to create another 3 planet types for a future update, then each race could have the
[quote][quote]Terraforming takes thousands of years.[/quote] One liners with zero thought or purpose behind them take seconds from one person to make, yet take seconds from thousands of people to read and dismiss.[/quote] Ha ha, nice one Ron. These are all nice ideas, and for those of us who like the slower game then it would edge Sins' closer to a 4X, rather than an RTS. The invasion of a planet could be implemented, nothing would need drastically chan