THIS MOD HAS BEEN REMOVED FROM THE DOWNLOAD PAGES AND IS NO LONGER SUPPORTED BY MYSELF PLEASE TRY MY NEW MOD WHICH INCLUDES EVERYTHING IN THIS MOD AND MUCH, MUCH MORE: <a st
- Uzii -
[quote] Well an update, it seems that while it does enable a mod from just the gameinfo folder in the Mod folder, it does not register any change I make to the game. Example, I changed the Kol Battleship to say 1000 credits instead of 3000, just to see if it changed. It didn't [/quote] This didn't work as I e
Very strange. You haven't touched ANYTHING in the actual game directory right? Is the game crashing on startup, or when you enable the mod?
Something in your mod may be wrong. Have you tried making a folder for your mod and putting an UNmodified 'GameInfo' folder in it? The game will load the 'GameInfo' and 'String' mods because they will change nothing as there is no 'GameInfo' folder inside them, just .entity files which would be in the wrong place for the game to read them.
[quote]So when someone phase jumps in, they say "That's no moon..."[/quote] [img]http://img407.imageshack.us/img407/4636/excessivequotationzr7.jpg[/img]
[quote]Click on an allied fleet and you'll get some different options in the box at the bottom-right of the screen. One is to defend X planet and the other is to attack X planet. Click on the order you want to give then the planet to act on and they'll... Well they'll take it strongly into concideration (and probably chicken out immediately after again).[/quote] Not just planets, ships definitely, and with that knowledge I'd expect it to work on stations too.
Well, I think they usually pull out, if the fleets are about equal, due to the fact that the enemy will be defending a planet, so they will usually have defences etc. However, if your ally's fleet overpowered the enemy's then I'd imagine he would stay and finish it. When you select an ally's fleet or ship, you have 3 order, Attack, Defend, or Cancel. You could, if his fleet didn't withdraw, and you wanted to finish off the enemy and take his planet, the you could issue a Defend order t
The first point I have experienced too. I don't know how to stop the "chickening out", but I get them to jump in first, furthest away from the Phase Line itself, then once the battle starts I jump in on the other side of the Phase Line. He jumps out like the coward he is, and then the enemy fleet turns to engage me. The fleet usually splits up as the Capital ships are slow to turn and engage, whereas the smaller ships come within range pretty quick. That way I can target and take out a few befor
So in-game your mod doesn't show on the list, thats very strange. Make sure, 100% that the path is correct, a screenshot like mine would clear any confusion there. On the subject of your mod, would you just like a higher population for capital ships, and cheaper to buy? If so, I'll give that a shot and send you the files, then you can compare yours with mine. EDIT: I don't think it would matter what game version you have, just to be safe I'd upgrade to 1.02 here; [link="https
The picture above shows the mod path. This Mod's path is its address; C:\Documents and Settings\Tom Jackson\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\More Planetary Bonuses (by Uzii)\ Once you have created your modified files in that folder it should be available to select and enable in-game. If you are STILL having problems, try to give a step by step talk through what you are doing. I'm having a little trouble understanding where you are up t
It would make it a lot easier if it just gave you the file path and line number on which the error occurred, like the Total War games. Endless hours of searching for a ONE letter typo have been saved by their system. I only wish the dumps from Sins were at least readable so modders could have a look through and locate the problematic file.
I think mine was 14 hours, SP by the way. Over a number of days, usually in sets of about 3-4 hours a time.
If you believe this to be the answer, make a mod, adding # Tactical Slots to every planet. Its very easy to do, if you like I'll walk you through it, or if you really can't be bothered, I'll do it for you ;) EDIT: Well, after further reading of your post (skipped a bit), modding the Tactical slots is easy, making it a Research item is still pretty easy, but would take a lot long to make, at least for me. And adding a limit to Super Weapons per planet might be doable, but I'm not sure.
Mmmm... Can you post a screenshot of whats in you mod folder. Like this: [img]http://img150.imageshack.us/img150/298/screen001uq4.jpg[/img] Note the address bar is visible.
Its there. Its not called USERNAME, it will be called whatever your username is on that computer. Start up the game, go to options, then Mods, then click 'Show Mod Path'. That should give you the address to the folder.
Right, I also have no idea what it does, but with that piece of text I will try and translate: modifierType "DerivativeCreditsFromPurchasesPercent" baseValue 0.000000 perLevelValue 0.100000 You get 10% per level of research of credits back from ALL purchases, I assume that means ships, buildings (Orbital and Planetary), and research. So at top level (2) you would get 20% back from every purchase made. modifierType "DerivativeCreditsFromTradePercent" b
So you changed the actual game files, oops! Happy to help ;)
I'm quite confused at your problem, but I think your problem is you haven't read the tutorial correctly. Nothing in the Sins main directory needs to be edited, the address being: C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire To create a mod you need to make a new folder in the Mod folder, the address being: C:\Documents and Settings\[b]*YOUR_USERNAME*[/b]\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\[b]*YOUR_MOD*[/b] In that folder y
Usually I try to mop up any anti strike craft frigates first, then I can launch my fighters to clear the skies of enemy fighters, then launch my bombers to deal out the damage. After the anti-fighter frigates are gone, I concentrate on the capitals, get rid of the one(s) with the most threatening/annoying ability.
In the GameInfo Folder there are files for each Planet type; "Planet*NAME_OF_PLANET*.entity Edit each one to adjust the amount the asteroids give in resources and other useful bits of info too. About 1/4 of the way down the files, you should see this(from PlanetTerran.entity): planetResourceSetupInfo asteroidSpawnAngleVariance 3.141593 totalMaxResourceAsteroids 3 metalResourceAsteroidSetup minCount 1 maxCount 2 extractionRate 0.400000 ref
No idea about the Space Ponies, but a good collection of ideas there. I've got a similar one to the Carnivores, and I don't think the +1 constructor is available as a possible ability, but the rest look very good, thanks. As to pancakes points, I was more thinking along the line of what Bink said ;) EDIT: Just found the +1 Constructor bonus, I haven't seen it in-game yet, but thats good to hear you can have it.
Putting these abilities on/around a Planet is easy, if you want a walkthrough, just say so. However, they would be constantly on. I just had a quick browse and I think it could be possible to have them on and off after a certain amount of time, but I don't think that time could be randomised. Also, adding the visual effects is a bit out of my league, it might be simple (adding a couple of lines of text somewhere), or it could be complex (adding new meshes and textures).
I'm sure you could put in certain things to give the impression of sensors being messed up. Change to hit, weapons range, and maybe movement speed? One thing on its own doesn't have much of an impact, like all the special areas in the game (Asteroid belts, Plasma Storms etc), but combine a few and it could seriously mess you up. I don't know if its doable; but could a research be incorporated to negate the effects of one or more of the storms etc? This won't give one player an advantag
You could also put one, or up to four of these abilities around a planet. It would take a little looking into, put its definitely possibly. Adding the textures to the gravity well might be a little more complex, but still doable.
Mine won't be about artifacts, maybe in another, or update of this one. But at the moment its just for bonuses. Thing is, the planets at present are 'just another base', where at least some of them should have properties you want to keep. Yes the Artifact planets you need and try to keep, but the others I always find myself uninterested in. They need more bonuses, some very good, and others that might even be a burden on your empire. For example, if I jump into an enemy system, I choos