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Promote your mod on Impulse!

By on August 18, 2008 10:53:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

kryo

Stardock
Join Date 05/2003
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Here in the Sins forums we've got a lot of great-looking mods in development. However, everyone seems to keep to their own threads for the most part. That's fine for just here, but we can do better!

I'd like to encourage all of the major mod teams to start blogs over on impulsedriven.net. Then, any time you have a major update on your mod's progress, post about it over there. People like dev journals and shiny screenshots, and we like to promote modding. If you post there, you've got a good chance to be featured on the Impulse community site's front page, where you'll get extra exposure for your mod.
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August 18, 2008 12:44:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
For an example of the sorts of posts that get featured, see the I-Mod blog's updates on their GalCiv2 mod. Preferably, mod updates will be formatted like that so we can put them straight onto the front page with the screenshots showing and no need for editing. To be more specific, it's best to start off with a brief paragraph on the update (try to avoid special fonts or colors on the text) and put your screenshots in a 3-cell-wide table, with the first three in a separate table from the rest.
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August 20, 2008 12:53:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Kryo,
7 DEADLY SINS blog has been started there. Hearing this news, I will be on top of it with the updating. Thank you for providing this to the modders!

DANMAN
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August 21, 2008 7:55:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
5 Map Glory will be posted their soon.... (its new and will be located at this site:)

http://forums.sinsofasolarempire.com/321835
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August 22, 2008 3:48:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
It's good to know about (and the formatting used), and tempting too, although I want to get things further along before worrying about trying to make my page look good...

Oh, is it better for the screenshots to be of a particular size, or at least of a standard size, in order for it to look it's best?

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August 25, 2008 11:08:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
150px wide thumbnails would be perfect. The full size isn't important, so long as the host can handle the traffic.
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August 25, 2008 3:21:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Great, I'll cut out a window from a piece of paper of that size so I can size the screenshots while playing SINS
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February 3, 2009 10:23:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Would it be bad for me to crab that none of the old maps or mods now seem to work with the latest Impulse version of 'Sins'.  I am currently trying to de-install to get back to workable stuff.  Wah.

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February 3, 2009 10:34:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Old mods breaking is a matter of course as the game evolves--that's got nothing to do with Impulse. As to the maps, they generally only need the version number updated, which can be done with notepad (the devs increment it with each major patch just to be safe).

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February 23, 2009 9:19:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Tx kyro.  That's helpful to know.

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February 23, 2009 4:05:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

kyro as of versin 1.14/entrenchment beta 3.0 the map HAS CHANGED with the new quickstart option whch affects all planets and the map default starting values and the devs DID NOT change the versionnumber, but i am starting to write a program for the generalized map updateing from version1.0 -1.13 to version 1.14 compatible, that will check and correct all maps to the new format.

I have made many maps that I did not want to start making over again with the new galforge when it becomes available, so  I thought it was the least effort for the best result for my time & effort.

when I have it working to my satisfaction I will be emailing it to both stardock & ironclad games, sothat it could be included with sins

harpo

 

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February 25, 2009 2:13:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have been trying to use the mad scientist mod.. but even replacing the 2 files doesnt show anything cept string not found... so no mod will work atm?  without mod updates?

Cvon

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May 27, 2009 4:52:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hm.

I've been thinking about undertaking a fairly extensive mod that rebalances the way Sins plays, aiming to get more versatility in capships and expanding the Lore surrounding the universe in interesting ways. As part of this, I've been tempted to make individual posts about each capship and my thoughts, logic and goals behind them.

Would that go best in the forums here, or on a blog? If in the blog format, I'd be tempted to release the mod, then discuss what it changes. If in here, probably the other way around. Either way though, my biggest goals are in attracting eyeballs, and attracting opinions.

From what I've seen, the blogs may (or may not, it's hard to tell) get more visibility, but the forums almost definately garner more feedback.

So I must wonder: Which is the best approach?

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May 27, 2009 11:27:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If in the blog format, I'd be tempted to release the mod, then discuss what it changes. If in here, probably the other way around. Either way though, my biggest goals are in attracting eyeballs, and attracting opinions.

That's fine, whatever you're more confortable with. Impusle features are mostly just extra exposure, so having things in a more finished state is probably best.

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May 27, 2009 11:32:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Excelent advice. I'll do on forum, and then do a blog thingy once I've got it set up and running. I was mostly making sure folks wouldn't mind a multitude of threads floating 'round the forums.

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July 9, 2009 10:07:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

um... as far as i can see from Impulse, there is no dedicated modding forum, and especially not one for Sins...

maybe making one would facilitate posting mod update info on the Impulse forums...

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December 4, 2009 11:05:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't know about the rest of you, but impulse.net doesn't seem very intuitive and there's no search feature, Even the Sins channel is too general.  No Sin's Mods channel?

What we need is a master list of mods by type and name where people can start from whenever they're looking for info on what mods are out there.  Looking up a specific blog over on impulse.net when I'm just browsing for mods isn't going to work.  This is where people are coming to for information on mods for Sins (any Google search I do drops me here 9 times out of 10 too).  From here the authors can put up links to wherever they want to publish details of their work, even to the blogs on impulse.net.

And a bunch of separate blogs is not the place to post development updates either.  That needs to be a centralized location too.  If I'm keeping track of the development of three or four mods, I don't want to bookmark three or four blogs and keep checking them or sift through a bunch of posts on other stuff when all I want are the mods.  I want one maybe two threads on a forum that give me a heads up (and a link for more detail)

If you want to move all the stuff from here to impulse.net that's one thing.  If you'd rather have everything over there then there's no sense in having this forum up, but there has to be a one-stop place to go for mods.  Impulse.net isn't it, at least not the way it's set up right now.  This forum has a much better format.

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