Wrote a utility to convert a list of Wing Commander system names to a mod-supported planet names list and sent it to Raxiv. I'm running with it on my copy locally and it definitely adds a nice bit of flavor to the game. If anyone else wants that data, send me a PM with your E-Mail. Anyone know of a list of all sector / quadrant names in plain-text? I can modify my algorithm and generate a star name definitions from that source very quickly if I had a list to work with.
TrogdorJenkins
[quote]Remember the original concept of BSG... "SPACE EGYPTIANS"[/quote] Sounds like Stargate to me. Actually, the search for earth thing is decent, but some simple injected logic could make it better: Make it so that it's impossible to find Earth until you've visited 50% of all planets. I'd love to play as the Cylons and search / chase the Colonial Armada. As long as the Armada has enough AI sense to have occasional battles but mostly try to avoid the Cylons and pro
Update to this: Feedback was not overwhelming (contacted by two people, I think), but I wanted to do something different and see where it took me. I took a scenic route about it (stopping to evaluate performance and try some validation capabilities of Windows Presentation Foundation), but I've made a working prototype that allows the user to open, edit, and save .string files (strings definition files). That's not that useful, but it's a start. Next I'm going to pick
[quote]Oh and also there must be Draymans! (Make them the trade transport or equivalent!)[/quote] Drayman / Free Traders are a given. They should be made really, really slow, have poor pilots, and very poor armor. Friendlies named "Maniac" should shoot at them.
Thanks. Right now I've just got it loading and displaying the contents of .str files, not even saving things yet, but I've got a foundation to work with. It'd be a lot easier if Ironclad used XML (especially if they provided an XSD). I've seen people posting about wanting something particularly good at dealing with Buffs so I might look into what it would take to concentrate on that. No promises on that and no promises I'll ever release anything, but if I invest enough time to
If you're a .NET dev, you can use Reflector on GalaxyForge.exe and Ironclad.Managed.dll to see if there's anything in there worth referencing / calling from a third party application. Of course, anything you do you wouldn't be able to distribute without permission from Ironclad / StarDock. I'm currently poking at a modding tool that loads plain text Mod files (.entity, .str, etc.) and allows you to muck around with them. This is unrelated to my first paragraph and would rely on the refe
Thank you kindly. The link for that is at [link="https://stardock.cachefly.net/SinsModPackage1.04.zip"]https://stardock.cachefly.net/SinsModPackage1.04.zip[/link] for anyone else who's looking for this.
Hey all. I'm looking at the possibility of making an editor utility for the .entity / .whatever plain text mod files in order to assist modders in working with many different files and file searching. Working with the files may be slightly more complicated than it needs to be because the files aren't XML, but it should be doable. Would anyone be interested in something like this? If so, what sorts of features are most important to you? If I did go forward with this, the fir
Thanks, both. This happens on any map - random ones, scenario ones, and ones built with the in-game map designer. It does have the maxShipSlots 2300 definition in it. I'm kind of surprised by this since I copied the files from the downloaded mod editing kit on the Sins downloads page. Where can I get 1.04 compatible definitions?
174 beta drivers seem to fix the problem for me. I'll have to upgrade my attitude towards NVidia to scowling as opposed to the previous state of massing a fleet on their border in preparation to impose an embargo.
Okay, I saw this problem when I tried to run Silveressa's Empowerment v1.1 using v 1.04 of Sins. When I enable the mod and start a new game, I immediately hear a message stating that I've lost a planet (my homeworld, presumably) and get the game over screen. I thought maybe it was a bug with the mod so I disabled it, but I'm finding in tweaking with my own custom mod that I've gotten myself to a state where this happens with my files. Anyone bumped into this before?
Glad to see I'm not the only one brought back to Wing Commander. Nice touches would be to rename stars / planets in the strings files to in-universe names (here's a nice series of names in the form of the known universe map: [link="http://www.wcnews.com/maps/"]WC Universe Map[/link]). The first thing I did when I started modding was go into English.str and change all the IDS_CAPITALSHIPNAME_TECH00-45 entries from TDN FooZaz to TCS MyAwesomeShipName. Ship names can be found at [link="htt
I'd use WinDiff or another free diffing tool to compare your modified carrier file to the original and make sure every change you made to the file was intentional. I'd specifically look for any changes to special effects related to exaust, debris, or weapons.
[quote]TWO| support Carriers play a bigger role i think it yould be cool if support carriers carried more than just strike craft. they should carry landing craft to be dispatched to a planet to colonize. and craft that can occupy/steal ships, dead ships, and extractors. this would eliminate the need for colony shps. and just like the fighters no clicking necisary. they come withem...agaim emphasis on eliminating a lil micro mgmnt[/quote] Nice post. Your idea about support ca
[quote]How can it not be a known issue?[/quote] That's defect management terminology there. It means you're the first to tell them about it. Except you're not. So either they can't connect the dots or they don't have a fix and don't want to talk more about it. I have an NVidia and Vista and it definitely has given me some problems with things like FEAR and such (made it unplayable unfortunately). The vast majority of things seem to run just fine though, so some libraries run sa