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Rebellion

By on March 17, 2012 4:08:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

StarFallArmada

Join Date 02/2008
+6

an oft asked question im sure, but is anyone atempting to update the graphical/planet mods(eg bailknights) for rebellion? Or is it just too early in the beta. Stardock has done some nice things with the graphis, but once you play with the modded graphics for so long its hard to go back

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March 17, 2012 6:48:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Or is it just too early in the beta.

too early... need our dev.exe , convert.exe, xsiconvert.exe, forgetools with particle forge included, etc...

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March 18, 2012 4:34:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So, anyone has any idea how much stuff has changed? For example, have they changed the graphic engine but left the underlying mechanics the same (the way textures work etc.)?

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March 18, 2012 5:56:32 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Using Kdiff3 , will be able to use the software perfectly once we have the convert.exe only:

- all .mesh are different but by 4 bytes more... maybe a version number... cannot be sure since we have not the convert.exe

- majority of texture are identical

- all map files are different... for example, the Agamemnon's Bounty.galaxy...  green is change, only version number... blue is added... the triggerCount is maybe what will be used for make scenario... seem some gravity wells data are not anymore entity related but map related... will allow to have two identical planet with different gravity wells size... for the new entitycount/asteroidcount, i have no idea :

TXT
versionNumber 4
isBrowsable TRUE
browsePictureName "ScenarioPicture-AgamemnonsBounty"
browseName "IDS_CUSTOMGALAXY_NAME_AGAMEMNONSBOUNTY"
browseDescription "IDS_CUSTOMGALAXY_DESCRIPTION_AGAMEMNONSBOUNTY"
isFirstCapitalShipIsFlagship TRUE
randomizeStartingPositions TRUE
planetArtifactDensity 0.150000
planetBonusDensity 0.400000
normalStartHomePlanetUpgradeLevel:Population 3
normalStartHomePlanetUpgradeLevel:CivilianModules 1
normalStartHomePlanetUpgradeLevel:TacticalModules 0
normalStartHomePlanetUpgradeLevel:Home 1
normalStartHomePlanetUpgradeLevel:ArtifactLevel 10
normalStartHomePlanetUpgradeLevel:Infrastructure 2
quickStartHomePlanetUpgradeLevel:Population 4
quickStartHomePlanetUpgradeLevel:CivilianModules 1
quickStartHomePlanetUpgradeLevel:TacticalModules 0
quickStartHomePlanetUpgradeLevel:Home 1
quickStartHomePlanetUpgradeLevel:ArtifactLevel 10
quickStartHomePlanetUpgradeLevel:Infrastructure 2
recommendedGameTypeCount 1
recommendedGameType "Solo"
metersPerGalaxyUnit 25000.000000
pixelsPerGalaxyUnit 5.753997
useRandomGenerator FALSE
galaxyWidth 1920.000000
galaxyHeight 1126.000000
nextStarNameUniqueId 3
nextPlanetNameUniqueId 27
triggerCount 0
starCount 3
star
 designName "Star0"
 inGameName "IDS_STARNAME_230"
 type "RandomNonGreenStar"
 pos [ 568 , 116 ]
 radius 25.000000
 moveAreaRadius 60000.000000
 hyperspaceExitRadius 50000.000000
 planetCount 5
 planet
  designName "Planet11"
  inGameName ""
  type "AsteroidBelt"
  pos [ 562 , 102 ]
  moveAreaRadius 40000.000000
  hyperspaceExitRadius 30000.000000
  owner ""
  isHomePlanet FALSE
  normalStartUpgradeLevelForPopulation 0
  normalStartUpgradeLevelForCivilianModules 0
  normalStartUpgradeLevelForTacticalModules 0
  normalStartUpgradeLevelForArtifacts 0
  normalStartUpgradeLevelForInfrastructure 0
  quickStartUpgradeLevelForPopulation 0
  quickStartUpgradeLevelForCivilianModules 0
  quickStartUpgradeLevelForTacticalModules 0
  quickStartUpgradeLevelForArtifacts 0
  quickStartUpgradeLevelForInfrastructure 0
  planetItems
   templateName ""
   subTemplates 0
   groups 0
  spawnProbability 1.000000
  useDefaultTemplate TRUE
  entityCount 0
  asteroidCount 0

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March 18, 2012 12:44:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

fun stuff, now to figure out what triggers exist and try not to shoot ourselves in the head.  Will be a pain in the ass for 7DS with resized planets and what goes with that.

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March 18, 2012 4:48:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I really hope using the moveAreaRadius and hyperspaceExitRadius in the maps are optional. Otherwise, it will pretty much kill some planet mods, such as NU.

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March 18, 2012 5:03:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have played with mapversion 3 maps in the beta, so think it MIGHT be able to use both mapversions,

BUT

until the release OR a finalizing statement by a developer, we will not know for sure

harpo

 

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March 18, 2012 9:00:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,
I really hope using the moveAreaRadius and hyperspaceExitRadius in the maps are optional. Otherwise, it will pretty much kill some planet mods, such as NU.

If the planets are of a standard radius, I would be glad to make a script that could go in and fix all the planet radius values. And they must leave in the values in the normal entity files otherwise the random maps wouldn't know what to do.

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March 19, 2012 4:36:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What i really hope is that Stardock release the modding tools with one of the last beta, when the game is more stable... it will allow a pre-release beta testing by modders and maybe lead to usefull idea/correction BEFORE the real release...

By the way, beta testing without the rebellion dev.exe is a bad thing... there can be plenty of problem or bugs that we don't see... that only log from the dev.exe can show...  

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